
Siiska |

Siiska smiles at Akku, thankful for the precision spell.
Umbrella slam 1, Hatred Focus, Flank, Guidance: 1d20 + 5 + 2 + 2 + 1 ⇒ (20) + 5 + 2 + 2 + 1 = 30 for 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 bludgeoning dmg.
Umbrella slam 2, Hatred Focus, Flank: 1d20 + 5 + 2 + 2 ⇒ (18) + 5 + 2 + 2 = 27 for 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3 bludgeoning dmg.
AC 19
=====================
CONFIRM CRIT Umbrella slam 1: 1d20 + 5 + 2 + 2 + 1 ⇒ (10) + 5 + 2 + 2 + 1 = 20 for 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 bludgeoning dmg.

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Knowledge (Arcana) RE iron cobra: 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge (Religion) RE skeletons: 1d20 + 9 ⇒ (7) + 9 = 16
Spotting the metal serpent, Ivan makes his way across the room with...his flute.
He blows a note so impossibly shrill that the construct begins rattling to pieces at its sound!
Soundstrike vs iron cobra: 1d4 + 1 ⇒ (1) + 1 = 2

DoubleGold |

Siiska kills the chariot skeleton and hits hard enough to damage the creature inside, then kills the creature.
Ivan then starts on the Cobra and others having no other target, tries to hit it as well but misses.
perceptions: 3d20 ⇒ (8, 9, 16) = 33
percentage dice: 3d100 ⇒ (33, 57, 24) = 114
Rali Two fire beetles fly up to you, that triggers your readied action.
You all hear the trap in room 5 go off killing a fire beetle the flew past Rali.
Ivan, you bypassed the DC by 5 on both, what would you like to know?
The cobra was surprised so he didn't get to act.
Akku is up, then the cobra. And maybe one of the beetles if Rali fails to kill one.
init cobra: 1d20 + 2 ⇒ (12) + 2 = 14
After this battle is over, you will have a brief last chance to change your class, race and other things before heading up stairs.

Akku |

By now, Akku is a full believer of the cosmic umbrella! he once again reaches out to Siiska and boost her attacks with a dash of psychic energy!
Casts Guidance on Siiska

Rali Mithralfist |

kama, double-chained, power attack: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
cold iron, slashing: 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15
kama, double-chained, power attack: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
cold iron, slashing: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Attacks of opportunity above
CONFIRM CRIT: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
cold iron, slashing: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Rali spent both of his actions on changing weapons, so all he has is the AoOs until his next turn
Rali quickly spins the chains in his hand. With two flicks of his wrist he knocks the beetles out of the sky.
I'm presuming they don't have that much HP :)

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Ivan then starts on the Cobra and others having no other target, tries to hit it as well but misses.
That was a damage roll. Soundstrike says nothing about attack rolls. :)
Ivan, you bypassed the DC by 5 on both, what would you like to know?
Iron Cobra: Defenses?
Skeletons: Offenses?

Akku |

That was a damage roll. Soundstrike says nothing about attack rolls. :)
...says you get this at 3rd level?...

Akku |

Like me? I am a perfectly standard 20-point buy 1st level PC! Now I regret not asking for something specialerer! :P

DoubleGold |

Oh right, misread the soundstrike as an attack roll, for some reason I read d20 instead of d4.
Rali kills the two beetles cause he would be before them. The cobra strikes hit: 3 + 1d20 ⇒ 3 + (1) = 4 misses then Grod kills it.
Treasure 3 pearls worth 20 GP each. 1 Masterwork mace. Healers kit, wand of create water (28 charges), 5 potions of cure light wounds. A mundane shortsword with a spiral image of Pharasma on it. A single bead of blessing from a necklace of prayer beads. A ring worth 85 GP. Jade and silver ornaments worth 65 GP.
Now is your chance to make changes.

Rali Mithralfist |

So we're clear, Rali's attacks were not actions he took on his turn, but attacks of opportunity. You had not yet told me that Rali was up yet, so I did not post any actions for his next turn. Moot point since the combat is over.
Pretty happy with Rali. No changes here.
Rali makes his way over to the others and asks if they're alright.
He turns his attention to Siiska. "Listen, lass, ye will be learnin' to keep yerself quiet when I tell ye t' or ye will be bringin' who knows wha' kin' o' monst'rs down on our 'eads. Aye?"
I am ready to go up whenever

Justus van Richter |

I am also quite happy with Justus. Just because you have flaws, or even more so, makes a character quite interesting.
"We should split the potions and prepare moving out. And it seems we do not have to fear to die of thirst. And the bead of blessing is a true treasure!"

Aranor Cruz |

Aranor nods as Rali talks to the girl. "He's right. You're obviously a strong fighter, but without any knowledge of the monsters that inhabit this place it would be very easy to get overwhelmed."
Looking over the treasure they found, she's shocked at its quality. "What is all this stuff doing here? I'm thankful, but it seems very strange." Frowning, she focuses on the items to see if she notices anything unusual about them.
Casting Detect Magic just in case one of these things is cursed or something.
She muses aloud while she examines the items, "I never had much skill with healing, and the potions would be harmful to me given my...condition. I already know spells for creating water and blessing others. Perhaps those items should go to one of our paladins? I confess I'd like the mace, but it might be better off in more capable hands than mine. Can anyone use the shortsword?"
Is the mace light or heavy?

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Ivan reaches for the mace himself, but pauses when he hears Aranor's bid.
He looks the short sword over and shrugs, seemingly unimpressed.
I'm happy with my class situation, though I will want to fiddle with my starting equipment just a bit more. I could, for example, retcon my longsword away (having not used it yet) and take the short sword, UNLESS one of the Paladins would like it as a sidearm for when slashing weapons aren't the best idea.

DoubleGold |

Aranor detects no magic from the items itself, except for the idea that the potions are of cure wounds and whatnot. Which reminds me, I should just say you found a potion of something, cause really you need a spellcraft check to identify such things. I forget that is a thing in Pathfinder. The necklace too probably.
You all then head upstairs and run into 4 Goblin like creatures, but they aren't goblins Nature to identify They speak something to you in undercommon and point to hair.

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Ivan nods and takes the mace and shortsword.
Knowledge (Nature): 1d20 + 5 ⇒ (5) + 5 = 10

DoubleGold |

Ivan knows nothing about them.
Rali since you can speak their language feel free to make me a diplomacy/bluff/intimidate/ to talk sense motive if want to understand them better and other social skill rolls when talking. I actually wasn't sure if anyone picked undercommon without checking under everyone's profile, it ain't a common language people pick.

Rali Mithralfist |

I will roll for bluff when I want to lie to them, diplomacy when I want to improve their attitude towards me, and intimidate when I want to temporarily improve their attitude to me. I was doing none of those things so I did not roll. Right now their attitude is either helpful, or they are lying their attitude is unhelpful. If Rali can detect the latter he may try to change their attitude, otherwise there is no need; helpful is good enough.
sense motive, hunch, DC20: 1d20 + 7 ⇒ (5) + 7 = 12
This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
I did not know about this use of sense motive. I will use it a lot more often!
if they are lying to me (using bluff) I should get a separate sense motive check against each of their bluff checks
"They want us to put that wig on, and they claim that they will help us and lead us to treasure. I cannot tell if they are lying..."
I went with undercommon because it has come up in several of my other games. I'm actually surprised to find creatures that have it. Can Rali tell if we are underground in the physical tomb, or in the afterlife on another plane somewhere? Also, I assume these creatures are NOT in the category of psychopomps, right?
Rali is on the verge of going along with what they want to do

Aranor Cruz |

”They want one of us us to wear a wig? Why? This seems suspicious to me. What even are these creatures?
Aranor casts Detect Magic while studying the wig.
I did not think I’d be using Detect Magic this much, but if Aranor was suspicious of the random treasure below she’d be even more suspicious of this offer.

DoubleGold |

Right now, you can all tell you are in a tomb, but you can't tell if you are in another plane or not until you visit the outside, not even Rali, cause the tombs can be anywhere. You are definitely underground.
I was only stating you can roll those skill checks Rali. Most of the time when you are asking questions to a creature you never met, you may have to roll diplomacy to get them to answer honestly, assuming they aren't harmful. Some things will have the attitude, why should be help you? Nope, not psychopomps.
Once Aranor casts detect magic they begin to attack, and so does the animated wig.
init creatures: 2 + 1d20 ⇒ 2 + (1) = 3

Akku |

Right now, you can all tell you are in a tomb, but you can't tell if you are in another plane or not until you visit the outside, not even Rali, cause the tombs can be anywhere. You are definitely underground.
[ooc]
Does this trait let me know where we are?
Internal Compass (magic): You maintain a sense of direction, even on planes where direction is relative. If you are on a plane that has no analogue to north, you automatically know the direction toward the plane’s major dominating feature (for instance, Pharasma’s Spire in the Boneyard, or the sun in Nirvana). If there is no such dominating feature, you instead know the direction of the closest feature significant to one of the plane’s divinities or demigods. [Ref Plane-Hopper's Handbook]

Rali Mithralfist |

creatures without spellcraft may interpret spellcasting as an aggressive action, since they have no idea what you're doing
thanks for the answers, GM
Rali, initiative: 1d20 + 2 ⇒ (20) + 2 = 22
this is an awkward formation for us. Team, let's define a marching order such that the paladins and the monk are always in the front, and line up on the side of other creatures in the case we encounter some. For now, I will assume the space along the right side wall is difficult terrain and move through there to get into melee
Rali moves along the side of the room and kicks at one of the goblins, his Kama still in hand and ready to strike at a distance. still threatening out to 10'
unarmed strike: 1d20 + 5 ⇒ (8) + 5 = 13
bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5

Aranor Cruz |

Given that we woke up in a tomb and everything we've seen so far has tried to kill us, Aranor isn't in a diplomatic frame of mind. She's in a paranoid, anything-could-be-a-trap frame of mind.
Aranor Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Aranor Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Aranor touches Grod to provide some divine favor, then steps backward so she's out of the way of the melee fighters.
Casting Guidance on Grod for +1 on one attack roll, saving throw, or skill check.

Akku |

Akku Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Casts Guidance on Siiska

Siiska |

Siiska Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Swapped Siiska's position with Akku: she's the one normally up front
Siiska 5-ft steps and lets loose with the umbrella against the Ostovite!
Umbrella slam 1, Hatred Focus, Flank, Guidance: 1d20 + 5 + 2 + 2 + 1 ⇒ (3) + 5 + 2 + 2 + 1 = 13 for 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6 bludgeoning dmg.
Umbrella slam 2, Hatred Focus, Flank: 1d20 + 5 + 2 + 2 ⇒ (13) + 5 + 2 + 2 = 22 for 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 bludgeoning dmg.
AC 19

DoubleGold |

hits botting from Justus and Ivan: 2d20 ⇒ (8, 18) = 26 those both hit the creatures. with your pluses
Creatures are dead as heroes obliterate them. They had 3 HP each and with the init high on the heroes, you take out the hair easily.
Almost forgot Akku. The first room you were in was the Northmost room. The exit has also been marked on the map for you. The other important stuff will be added once you are outside, as you have to escape the dungeon first to get to the key items.

Rali Mithralfist |

Rali motions for the party to be quiet and wait. He pads to the door and peaks in. If he sees no threats in the room he will quietly check each other doorway.
taking 10 on stealth and perception throughout. Please move my icon as appropriate. Rali will return to the party if he is spotted, but otherwise will clockwise around the room and glance into each doorway that is already open. He will not open any closed doors, but he may put his ear to them.
stealth: 10 + 6 = 16
perception: 10 + 7 = 17

DoubleGold |

Rali moves up to the puzzle room If you can solve the puzzle, it will grant you extra treasures
This cavernous chamber has two doors to the north and two to the south. The west end of the room contains an altar with a symbol of a winged rapier burning with bright light. Several tiles on the floor in front of the altar bear large symbols. The east end of the room contains a large crack, defacing a mural of armored figures staring resolutely forward, with beams radiating behind them.
Several corpses of small, bug-eyed blue creatures slump in three piles throughout this room.
He also hears clicking sounds behind the altar, sounds like bugs

DoubleGold |

The Mural as Aranor exmaines is part of the puzzles, but Aranor focuses in with Rali, and together they can see the shadows. Pathfinders get the feeling any closer and these bugs will see them.
assuming enough of you have range, they have 3/4 cover, so if enough of you hit, you can all take them in surprise round, before we even roll init. 20 foot mark, that is about as close as you will get to them. They are still under the altar

Akku |

Are they individual big bugs or a swarm?

Akku |

How can we solve the puzzle? is there a check involved?

DoubleGold |

You can solve the riddle or make the check knowledge dungeoneering, but you should probably kill the bugs first before solving the riddle, does none of you have ranged? I mean arrows and stuff are recoverable, so the worst that happens is that you all miss in surprise round. Solve the puzzle wrong and a trap goes off, unless someone wants to make an animal handling to lead the bugs into the traps ie. step on the wrong squares, but the DC is very high and then init is rolled assuming they survive the trap.

Akku |

Ah! thanks for explaining DoubleGold. None of my characters have ranged so I'll wait for those with crossbows to do their work. Akku will cast Guidance on them to boost their attack by +1.

Aranor Cruz |

Aranor returns to the group. "Something's going on in the next room, but I'm not sure what. There's some bugs we should probably kill before looking into it too closely. Anyone with a ranged weapon, let's try to hit the bugs before they come out of their hidey-hole."
Following her own advice, she pulls out her light crossbow and loads it. Once everyone is in position, she fires it at the bugs under the altar.
Light Crossbow: 1d20 + 3 ⇒ (2) + 3 = 5
P. Damage: 1d8 ⇒ 8
Miss Chance: 1d100 ⇒ 89
Aranor apparently isn't very skilled with the crossbow.

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Ivan readies his own crossbow...
light crossbow: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d8 ⇒ 8
miss chance, odd is good: 1d100 ⇒ 97
...his bolt seemingly guided by ineffable cosmic rhythms!

DoubleGold |

Ivan almost hits the coakroach, but with improved cover no, the rest of you miss.
They come out from hiding you and see them entirely. The puzzle is hard to figure out playerwise, just roll knowledge dungeoneering if you have it. No cover, they are on top of the objects
init: 1d20 + 1 ⇒ (8) + 1 = 9 coakroaches
init: 1d20 + 3 ⇒ (2) + 3 = 5 Ivan
init: 1d20 + 3 ⇒ (16) + 3 = 19 Aranor
init: 1d20 + 1 ⇒ (2) + 1 = 3 Grod
init: 1d20 + 1 ⇒ (15) + 1 = 16 Justus
init: 1d20 + 1 ⇒ (13) + 1 = 14 Rali
init: 1d20 + 3 ⇒ (18) + 3 = 21 Akku.