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Round 1 & 2: FIGHT!
Light Condition: Dim Light and Campfires
Active Buffs: Bardic Performance; Witz (Round 1), Bless; Rorik (Round 1)
Active Penalties: None
Red Duergar and Beetle(-0,Red Duergar: Enlarged)
Archer(-0,Fine)
Witz(-0,Fine)
Malsuza(-0,Fine)
Blue Duergar Boss(-21,Fine)
Yellow and Purple Duergar(-26/0,Yellow: Dead, Purple: Enlarged)
Gordy Grimes(-0,Fine, Burn: 2)
Kipp(-0,Fine)
Rorik(-0,Fine)
Green Duergar(-18,Fine)
Orange Duergar and Beetle(-0,Fine)
Green Duergar: Invisiblity
Fire Beetle Attack VS Witz: 1d20 + 1 ⇒ (7) + 1 = 8
Fire Beetle Damage VS Witz: 1d6 + 1 ⇒ (2) + 1 = 3
The green duergar's magic fails, so he casts a different spell! The orange Duergar grows larger, and rushes up to the front line.
The orange beetle begins to fly across the chasm to end up near Gordy. The red beetle flies up to attack Witz with its mandibles, but misses horribly!
Actions Taken
Green Duergar: Cast Spell
Orange Duergar: Double Move
Orange Beetle: Double Move
Red Duergar: Double Move
Red Beetle: Attack Witz (Fail)

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Round 2: FIGHT!
Light Condition: Dim Light and Campfires
Active Buffs: Bardic Performance; Witz (Round 1), Bless; Rorik (Round 1)
Active Penalties: None
Red Duergar and Beetle(-0,Red Duergar: Enlarged)
Archer(-0,Fine)
Witz(-0,Fine)
Malsuza(-0,Fine)
Blue Duergar Boss(-21,Fine, Burn: 2)
Yellow and Purple Duergar(-26/0,Yellow: Dead, Purple: Enlarged)
Gordy Grimes(-0,Fine, Burn: 2)
Kipp(-0,Fine)
Rorik(-0,Fine)
Green Duergar(-18,Fine)
Orange Duergar and Beetle(-0,Beetle: Fine, Orange: Enlarged)

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Witz takes a step back and fires an arrow at the bug that attacked him.
Arrow1d20 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 13
Damage1d8 - 1 + 1 ⇒ (3) - 1 + 1 = 3
five foot step, lingering performance

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Archer nocks another arrow, and draws, this time aiming at Red.
magic bow, RS, DA, DF, IC: 1d20 + 11 - 2 - 2 + 3 + 1 ⇒ (10) + 11 - 2 - 2 + 3 + 1 = 21 CI arrow, DA, DF, IC: 1d8 + 5 + 4 + 3 + 1 ⇒ (6) + 5 + 4 + 3 + 1 = 19
If that drops red, he moves on to orange. Otherwise he stays on red.
magic bow, RS, DA, DF, IC: 1d20 + 11 - 2 - 2 + 3 + 1 ⇒ (8) + 11 - 2 - 2 + 3 + 1 = 19 CI arrow, DA, DF, IC: 1d8 + 5 + 4 + 3 + 1 ⇒ (5) + 5 + 4 + 3 + 1 = 18
"One of them is unseen... be ready!"

W.O.R.G-Bot 9000 |

BZZZZZZT WORGBOT ENGAGED: INITIATING MALSUZA
Malsuza grows another claw and goes further into the fight, shifting forward.
Morphic Weapon; Claw (S) Power Attack Bard Perform: 1d20 + 11 - 2 + 1 ⇒ (6) + 11 - 2 + 1 = 16
Morphic Weapon; Claw (S) Power Attack Bard Perform: 1d20 + 11 - 2 + 1 ⇒ (4) + 11 - 2 + 1 = 14
Damage Claw (S)PW+BP: 1d6 + 6 + 4 + 1 ⇒ (1) + 6 + 4 + 1 = 12
Damage Claw (S)PW+BP: 1d6 + 6 + 4 + 1 ⇒ (3) + 6 + 4 + 1 = 14
Actions Taken
Malsuza: Swift, 5ft Shift, Full Round

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Round 2: FIGHT!
Light Condition: Dim Light and Campfires
Active Buffs: Lingering Performance; Witz (Round 2), Bless; Rorik (Round 1)
Active Penalties: None
Red Beetle(-0,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Malsuza(-0,Fine)
Blue Duergar Boss(-21,Fine)
Purple Duergar(-0,Enlarged)
Gordy Grimes(-0,Burn 2, Fine)
Kipp(-0,Fine)
Rorik(-0,Fine)
Green Duergar(-18,Enlarged)
Orange Beetle(-3,Fine)
Update: removed dead/dying entities from initiative to clean it up.
Attack VS Malsuza Power Attack: 1d20 + 7 - 1 - 1 ⇒ (19) + 7 - 1 - 1 = 24
Power Attack VS Malsuza: 2d8 + 4 + 3 ⇒ (3, 8) + 4 + 3 = 18
Attack VS Rorik Flat-Footed: 1d20 + 8 ⇒ (5) + 8 = 13
Damage VS Rorik: 1d8 + 3 ⇒ (4) + 3 = 7
Archer and Malsuza make quick work of two of the enlarged duergar, and Witz drives a retaliatory arrow back at the beetle who bit at him.
The invisible blue duergar appears as he slices his axe into Rorik! The large purple duergar swings his own axe with a mighty heave into Malsuza. The oozemorph takes a hefty blow, but the Kitsune manages to deftly dodge the incoming axe!
Actions Taken
Purple: Move, Attack
Blue: Move, Attack
Malsuza: 18 Damage
Rorik: Miss!

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Round 2: FIGHT!
Light Condition: Dim Light and Campfires
Active Buffs: Lingering Performance; Witz (Round 2), Bless; Rorik (Round 1)
Active Penalties: None
Red Beetle(-0,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Malsuza(-18,Fine)
Blue Duergar Boss(-21,Fine)
Purple Duergar(-0,Enlarged)
Gordy Grimes(-0,Burn 2, Fine)
Kipp(-0,Fine)
Rorik(-0,Fine)
Green Duergar(-18,Enlarged)
Orange Beetle(-3,Fine)

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Kipp moves forward (provoking) still singing his screeching notes, and swings mightily with his heavy flail. Move, swift bull's strength, and power attack. Damage: Magic, bludgeoning, adamantine.
heavy flail: 1d20 + 8 + 1 + 2 + 2 - 2 ⇒ (1) + 8 + 1 + 2 + 2 - 2 = 12 damage: 1d10 + 5 + 1 + 2 + 3 ⇒ (5) + 5 + 1 + 2 + 3 = 16
AAAAAAAAAAAAAAAAAAAACHOOOOO!" Kipp's incessant screech is interupted in the middle of his swing by a powerful sneeze.

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"Ah, the trickster has showed himself... comments Archer.

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Gordy moves in past the giant bugs jaws, throwing a wet and wild uppercut right at where creature's chin would be.
Kinetic Blade: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Blunt, Magic: 2d6 + 9 + 1 ⇒ (5, 3) + 9 + 1 = 18

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Attack VS Kipp Power Attack: 1d20 + 7 - 1 - 1 ⇒ (19) + 7 - 1 - 1 = 24
Power Attack VS Kipp: 2d8 + 4 + 3 ⇒ (6, 5) + 4 + 3 = 18
The Duergar retaliates against Kipp with a swipe of the axe! The axe bites deeply into the Kitsune.
Gordy's kinetic blade does indeed swipe where the creature's chin would be, and face if it was still attached to the beetle's body. His blade cleanly slices it into a splitting headache!
Actions Taken
Purple Duergar: Attack of Opportunity
Red Beetle: Dead!
Kipp: 18 Damage!

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Rorik swings at the duergar that appeared next to him.
Great axe: 1d20 + 8 + 1 + 1 ⇒ (16) + 8 + 1 + 1 = 261d12 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11
bite: 1d20 + 1 + 1 + 1 ⇒ (13) + 1 + 1 + 1 = 161d4 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 2 = 5

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Round 2: FIGHT!
Light Condition: Dim Light and Campfires
Active Buffs: Lingering Performance; Witz (Round 2), Bless; Rorik (Round 1)
Active Penalties: None
Red Beetle(-18,Dead)
Archer(-0,Fine)
Witz(-0,Fine)
Malsuza(-18,Fine)
Blue Duergar Boss(-37,Dead)
Purple Duergar(-0,Enlarged)
Gordy Grimes(-0,Burn 2, Fine)
Kipp(-18,Fine)
Rorik(-0,Fine)
Green Duergar(-18,Fine)
Orange Beetle(-3,Fine)
Attack Roll VS Kipp: 1d20 + 4 + 1 - 1 ⇒ (6) + 4 + 1 - 1 = 10
Damage Roll VS Kipp: 1d8 + 3 + 3 ⇒ (5) + 3 + 3 = 11
Attack Roll VS Witz: 1d20 + 1 ⇒ (12) + 1 = 13
Damage Roll VS Witz: 1d6 + 1 ⇒ (5) + 1 = 6
The Green duergar appears behind Kipp and slashes his own weapon into the Kitsune. The Orange beetle flies forward to continue nipping at Witz. Both miss horribly with their attacks.
Actions Taken
Green Duergar: Move, Attack
Orange Beetle: Move, Attack
Kipp: Miss!
Witz: Miss!

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Round 3: FIGHT!
Light Condition: Dim Light and Campfires
Active Buffs: Lingering Performance; Witz (Round 2), Bless; Rorik (Round 1)
Active Penalties: None
Red Beetle(-18,Dead)
Archer(-0,Fine)
Witz(-0,Fine)
Malsuza(-18,Fine)
Blue Duergar Boss(-37,Dead)
Purple Duergar(-0,Enlarged)
Gordy Grimes(-0,Burn 2, Fine)
Kipp(-18,Fine)
Rorik(-0,Fine)
Green Duergar(-18,Fine)
Orange Beetle(-3,Fine)

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Archer calmly lets fly more arrows. First at green...
bow, RS. DA, DF, Bless, IC: 1d20 + 11 - 2 - 2 + 3 + 1 + 1 ⇒ (14) + 11 - 2 - 2 + 3 + 1 + 1 = 26 arrow, DA, DF, IC: 1d8 + 5 + 4 + 3 + 1 ⇒ (6) + 5 + 4 + 3 + 1 = 19
Figuring if it still stands, Kipp or Malsuza could finish it, he turns to fire his second arrow at the purple. However, his arrow shatters as it leaves his powerful bow.
bow, RS. DA, DF, Bless, IC: 1d20 + 11 - 2 - 2 + 3 + 1 + 1 ⇒ (1) + 11 - 2 - 2 + 3 + 1 + 1 = 13 arrow, DA, DF, IC: 1d8 + 5 + 4 + 3 + 1 ⇒ (8) + 5 + 4 + 3 + 1 = 21

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Malsuza slips forward, bringing her natural weapons to bear against the green dark dwarf in front of her.
morphic weapon, power attack: 1d20 + 11 ⇒ (7) + 11 = 18
damage, slashing, magical: 1d6 + 10 ⇒ (3) + 10 = 13
morphic weapon, power attack: 1d20 + 11 ⇒ (11) + 11 = 22
damage, slashing, magical: 1d6 + 10 ⇒ (2) + 10 = 12
She also gestures with her tendril, calling Doggoth to back her up.
handle animal, command: defend (Malsuza), DC 15: 1d20 + 7 ⇒ (17) + 7 = 24
5-foot step next to purple, attacking green. Assuming it drops midway, switching to purple. Doggoth is watching her back.

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"These duergars be soft! Let's finish off the sneaky scoundrels and their damned bugs!" Gordy shouts above the sin of the battle.

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Round 3: FIGHT!
Light Condition: Dim Light and Campfires
Active Buffs: Lingering Performance; Witz (Round 2), Bless; Rorik (Round 1)
Active Penalties: None
Red Beetle(-18,Dead)
Archer(-0,Fine)
Witz(-0,Fine)
Malsuza(-18,Fine)
Blue Duergar Boss(-37,Dead)
Purple Duergar(-0,Enlarged)
Gordy Grimes(-0,Burn 2, Fine)
Kipp(-18,Fine)
Rorik(-0,Fine)
Green Duergar(-43,Dead)
Orange Beetle(-6,Dead)
Cleave Power Attack Malsuza: 1d20 + 2 + 3 - 1 + 1 + 1 - 1 ⇒ (14) + 2 + 3 - 1 + 1 + 1 - 1 = 19
Cleave Power Attack Damage: 2d8 + 4 + 3 ⇒ (6, 5) + 4 + 3 = 18
Cleave Power Attack Kipp: 1d20 + 2 + 3 - 1 + 1 + 1 - 1 ⇒ (3) + 2 + 3 - 1 + 1 + 1 - 1 = 8
Cleave Power Attack Damage: 2d8 + 4 + 3 ⇒ (1, 2) + 4 + 3 = 10
Witz's arrow pierces into the beetle's flesh, and it stiffens then dies quickly afterwards. Malsuza claws into the flanking duergar and swiftly rips him to shreds.
The purple duergar steps away from Kipp and Malsuza and swings his weapon, hoping to bite into both the oozemorph and the kitsune. Malsuza takes a hefty cut from the axe, but Kipp manages to bounce the blow off his armor.
Actions Taken
Purple Duergar: 5ft shift, Standard Action: Cleave
Malsuza: 18 Damage!
Kipp: Miss!

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Round 3 & 4: FIGHT!
Light Condition: Dim Light and Campfires
Active Buffs: Lingering Performance; Witz (Round 2), Bless; Rorik (Round 1)
Active Penalties: None
Red Beetle(-18,Dead)
Archer(-0,Fine)
Witz(-0,Fine)
Malsuza(-36,Fine)
Blue Duergar Boss(-37,Dead)
Purple Duergar(-0,Enlarged)
Gordy Grimes(-0,Burn 2, Fine)
Kipp(-18,Fine)
Rorik(-0,Fine)
Green Duergar(-43,Fine)
Orange Beetle(-6,Fine)

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"I need some answers." says Archer, as he draws his practice arrows.
Using the non-lethal arrows
Bow, DF, RS, DA, IC, Bless: 1d20 + 11 + 3 - 2 - 2 + 1 + 1 ⇒ (1) + 11 + 3 - 2 - 2 + 1 + 1 = 13 arrow, NL, DF, DA, IC: 1d8 + 5 + 3 + 4 + 1 ⇒ (8) + 5 + 3 + 4 + 1 = 21
Really, RNG?
Bow, DF, RS, DA, IC, Bless: 1d20 + 11 + 3 - 2 - 2 + 1 + 1 ⇒ (13) + 11 + 3 - 2 - 2 + 1 + 1 = 25 arrow, NL, DF, DA, IC: 1d8 + 5 + 3 + 4 + 1 ⇒ (4) + 5 + 3 + 4 + 1 = 17

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Gordy hustles forward, spraying a puddle of slippery sea slime underneath the embiggened duergar's feet.
Grease Reflex DC 16, or it falls prone. The effect goes away at the beginning of Gordy's next turn.

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"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"
5 foot. Power attack. Damage: bludgeoning, magic, adamantine.
heavy fail: 1d20 + 8 + 1 + 2 + 2 - 2 ⇒ (8) + 8 + 1 + 2 + 2 - 2 = 19 damge: 1d10 + 5 + 1 + 2 + 3 ⇒ (4) + 5 + 1 + 2 + 3 = 15

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Kipp's flail slams heavily into the Duergar, and Archer's arrows knock it dizzy. The duergar then slips in Gordy's puddle and falls unconscious. The captured dwarves begin to cheer and applaud their rescuers! You are hailed as heroes by these now liberated captives!
Feel free to ask the questions to the duergar and tie him up. We will continue effectively with that in part II. Please also roll day jobs. Chronicles will be posted tomorrow.

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Malsuza raises her goopy tendrils in triumph over the fallen dark dwarves! Afterwards, she cuddles up next to Doggoth and takes a well-needed breather. The oozemorph briefly considers question their enemy, but decides to leave it to her more persuasive allies.
Or maybe Kipp. That could be fun.
Craft: Calligraphy: 1d20 + 5 ⇒ (5) + 5 = 10

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Is there even water around here? Suppose ol' Gordy could just spend time teaching his fellow dwarves how to tie knots.
Take 10: Profession Sailor: 10 + 10 = 20

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craft: bowyer/fletcher: 1d20 + 5 ⇒ (4) + 5 = 9
reroll, since i have it: 1d20 + 5 + 5 ⇒ (7) + 5 + 5 = 17

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Archer will pick up a headband of inspired wisdom +2 and a swarmbane clasp (he might be concerned about how this team would deal with swarms!) for 7000gp total.
He will ask the duergar for anything he knows, or more likely, anything that the duergar thinks is worth his life. He swears that he will be turned free if he is helpful enough. (but does not enumerate what that means)
intimidate: 1d20 + 5 ⇒ (13) + 5 = 18

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Gordy can swat swarms like a bad habit (Kinetic blasts deal full damage to swarms), but a swarm bane clasp is always a good buy. Not sure what Gordy's gonna get. Maybe Boots of Striding and Springing.

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Archer begins interrogating the captive duergar, and in a few moments it is clear that this one would prefer to keep his head rather than honor to a contract. "Bah, they don' pay enough to keep me mouth shut. They were plannin' on havin' us bring all these dwarves as slaves, but they were specific bout it. Every one of these dwarves was a target to be taken'. They don' share much with me beyond that bit of knowledge. They wanted them alive at the Tower in Nar-Voth, down the Blighted Path."
Maybe you have heard of the Blighted Path before, or maybe one of the captives may know something about it.
The Blighted Path is an old dwarven iron mine that uncovered a vein of lazurite. Both the strange radiation from the lazurite and the Darklands creatures it attracted earned the dangerous tunnels their new name, and eventually drove the dwarves to seal up the mine entirely.
Most of the Blighted Path consists of secondary tunnels, ranging from 5 to 30 feet wide and occasionally opening into large caverns. Ancient magma flows and tectonic activity, as well as the movement of large creatures such as delvers and purple worms, formed most of these passageways, creating a confusing labyrinth of switchbacks and elevation changes.

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Gordy is shy, even for a dwarf, but he can try to help with interpretation. And maybe a person would look a bit more trustworthy if it was known that they had a dwarven friend, even if he happens to be a weird salt-bearded dwarf.
Diplomacy Aid Another: 1d20 - 2 ⇒ (15) - 2 = 13

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diplomacy to gather info: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
"Interesting. Evidently the Blighted Path is an old dwarven mine, sealed due to the emanations from lazurite, and the darklands creatures it attracted." says Archer.
To the duergar, Archer says, "There has to be more. Why are they interested in the Blighted Path?"

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Kipp uses the vending wall to obtain a +1 ring of protection, as well as a +1 enhancement to armor, and the dueling (pathfinder society field guide version) to his +1 ada heavy flail.

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"Symbolism or value to the payer, perhaps. I never met her myself, but the captain," nods his head to one of the dead duergar without breaking eye contact to Archer, "Insisted that we were to take no other route. Whoever she is, she must have one hell of a vendetta."

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take 10 diplomacy: 10 + 11 = 21
So seeze tunnelz ver formed from large vorm-like creatures und tektonik moofment. Ve should be careful not to get lost in ze many tunnelz.

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The adventure with the Pathfinders will begin as soon as they all agree to enter the mines. Here is the chance before final purchases and needs. If everyone is good, please continue reading this post.
You manage to find the correct path leading deeper through the mines. Clean, worked tunnels occasionally give way to crumbling, chalky stone shot through with sickly black veins of an alien mineral. A damp coldness seems to roll off the walls, and the musty stench of long-ignored decay fills the air.
This mine complex breaks away from the Five Kings Road about an hour beyond Firebrand’s Redoubt. Its main entrance has been bricked up, leaving only a stout, iron door to provide access. The door’s padlock has been freshly broken. Three dwarven corpses lie in the road nearby, looking as though they will turn into ghouls soon.
Another Survival Check please.
Lost for...: 1d6 ⇒ 5 Hours.
Something Bad Happens 20%: 1d100 ⇒ 74

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Survival: 1d20 + 2 ⇒ (5) + 2 = 7
Gordy has a brand new pair of shiny red boots, which give him a noticeable spring to his stride. The Capt'n is now a four foot long serpent that looks like a living ice sculpture, with shiny scales that seem to be made out of ice. The creature makes a churtling noise that sounds reminiscent of boiling water and is wearing a floppy tri-corned hat with a jaunty blue ostrich feather sticking out of it.
"Everybody, please reacquaint ye'selves with Mister Cap'n Kraken McClacken. He's grown all up now."

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Survival: 1d20 + 6 ⇒ (6) + 6 = 12
Malsuza does her best to guide the group through the dangerous caverns, the ooze creeping along the floor at a brisk pace and pointing out directions with a trio of spine-like tendrils.

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Survival: 1d20 + 13 ⇒ (17) + 13 = 30
”careful. Looks like there are ghouls nearby. We need to do something about these three.”
Survival : 1d20 + 13 ⇒ (4) + 13 = 17
religion: 1d20 + 7 ⇒ (17) + 7 = 24

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With the discovery of the soon-to-turn ghouls, a quick dispatch job is done, and the threat they pose is no longer imminent. Archer then is able to find that the tracks of these former dwarves was accompanied by what appears to be a pack beetle. Following that trail leads to the old dead bug, along with a crate of cargo.
10 Vials of Alchemist Fire
3 Tanglefoot Bags
4 Vials of Soul Stimulant
There also appears to be an old sack of what must have been flayleaf. It is rotted away now.
Ultimate Equipment Page 101
This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level’s penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level’s effects.
After descending the path even further, what you could guess would be at least another 19,000 feet, the party comes to a pool of water. Long ruts are worn into the floor of this massive cavern, as if it saw heavy traffic, but the roads have no apparent destination.
The sound of chirping cave crickets and water trickling into the chamber’s large pool seem deafening compared to the silence of the surrounding tunnels.
Lost For...: 1d6 ⇒ 1 Hours.
Something Bad Happens 20%: 1d100 ⇒ 80

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survival: 1d20 + 10 ⇒ (8) + 10 = 18
Rorik guides the party through the caverns.
After descending the path even further, what you could guess would be at least another 19,000 feet, the party comes to a pool of water. Long ruts are worn into the floor of this massive cavern, as if it saw heavy traffic, but the roads have no apparent destination.
The sound of chirping cave crickets and water trickling into the chamber’s large pool seem deafening compared to the silence of the surrounding tunnels.

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"I spot a wee bit a water ahead. Perhaps me and the Capt'n should take a look, being we are the most experienced in things aquatic."
Gordy saunters over to the pool with his familiar and looks into the water before carefully wading in with the Capt'n.