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Malsuza marches up, drawing her heavy mace along the way. It's worked out for her so far!
heavy mace, power attack: 1d20 + 9 ⇒ (1) + 9 = 10
damage, bashing: 1d8 + 15 ⇒ (3) + 15 = 18
[ooc]phone posting, can someone move me up?[/dice]

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Archer moves up, not finding the shot he wants. He then calls upon the Stag God to guide his shots! (fervor casting divine favor)
He fires a single shot, at point blank range, at the leader (red), who has no cover from his shot.
bow, bless, IC, DF, PBS, DA: 1d20 + 11 + 1 + 1 + 3 + 1 - 2 ⇒ (6) + 11 + 1 + 1 + 3 + 1 - 2 = 21 CI arrow, IC, DF, PBS, DA: 1d8 + 5 + 1 + 3 + 1 + 4 ⇒ (1) + 5 + 1 + 3 + 1 + 4 = 15

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Round 1&2: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Bless (All) +1 Morale | Witz: Bardic Performance (All) +1/+1 Competance | Archer: Divine Favor (Self)
Active Penalties: None
Haab Nuervagan(-30,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Gordy Grimes(-0,Fine, Burn: 2)
Malsuza(-0,Fine) {Errata; forgot to adjust. Fixed!}
Rorik(-0,Fine)
Green Mercenary(-0,Fine) {Errata; forgot to adjust. Fixed!}
Yellow Mercenary(-0,Fine)
Orange Foot Soldier(-0,Fine)
Blue Foot Soldier(-0,Fine)
Witz manages to identify these dwarves as Duerger, a subspecies of dwarf that live far underground and have seldom seen the sun or light. The most prominent things he remembes is that these dwarves can go invisible or grow to a large size. He also remembers they have a weakness to bright light.
Gordy: Reflex DC 16
Reflex Red: 1d20 + 0 + 2 ⇒ (10) + 0 + 2 = 12
Reflex Green: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Concentration: 1d20 + 4 ⇒ (9) + 4 = 13
Mechanic: Will DC12
Will Blue: 1d20 + 2 ⇒ (16) + 2 = 18
Will Orange: 1d20 + 2 ⇒ (9) + 2 = 11
Green Target 1:Gordy 2:Malsuza: 1d2 ⇒ 1
Green Attack Roll: 1d20 + 8 ⇒ (20) + 8 = 28
Green Damage Roll: 1d8 + 3 ⇒ (1) + 3 = 4
Blue VS Rorik Attack Roll: 1d20 + 3 ⇒ (5) + 3 = 8
Damage VS Rorik: 1d10 ⇒ 7
Green Confirm Crit VS Gordy: 1d20 + 8 ⇒ (8) + 8 = 16
Crit Damage: 2d8 + 6 ⇒ (5, 7) + 6 = 18
Concentration Check: Red DC15+4=19: 1d20 + 4 ⇒ (18) + 4 = 22
The green Duergar manages to keep his footing, but the leader Duergar loses his step and slips! His spell fizzles out as he looses his concentration.
The green Duergar draws his warhammer, shifts to the right, and begins to swing at the nearest opponent; Gordy. The hammer lands a sturdy blow! Crit Fail; 4 Damage
The yellow Duergar disappears!
The Orange Duergar seems to be staggered, and only manages to stand up. The Blue Duergar steps to behind the counter and shoots his Heavy Crossbow at Rorik! The bolt flies wide, however.
The leader suddenly vanishes!

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Round 2: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Bless (All) +1 Morale | Witz: Bardic Performance (All) +1/+1 Competance | Archer: Divine Favor (Self)
Active Penalties: None
Haab Nuervagan(-30,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Gordy Grimes(-4,Fine, Burn: 2)
Malsuza(-0,Fine)
Rorik(-0,Fine)
Green Mercenary(-0,Fine)
Yellow Mercenary(-0,Fine)
Orange Foot Soldier(-0,Fine)
Blue Foot Soldier(-0,Fine)
Witz manages to identify these dwarves as Duerger, a subspecies of dwarf that live far underground and have seldom seen the sun or light. The most prominent things he remembes is that these dwarves can go invisible or grow to a large size. He also remembers they have a weakness to bright light.

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"Can anyone do anything to make him visible?" ask Archer, as he opens up fire upon green.
Bow, no cover, RS, DA, DF, IC, PBS, Bless: 1d20 + 11 - 2 - 2 + 3 + 1 + 1 + 1 ⇒ (8) + 11 - 2 - 2 + 3 + 1 + 1 + 1 = 21 arrow, DA, DF, IC, PBS: 1d8 + 5 + 4 + 3 + 1 + 1 ⇒ (4) + 5 + 4 + 3 + 1 + 1 = 18
Bow, no cover, RS, DA, DF, IC, PBS, Bless: 1d20 + 11 - 2 - 2 + 3 + 1 + 1 + 1 ⇒ (20) + 11 - 2 - 2 + 3 + 1 + 1 + 1 = 33 Confirm: 1d20 + 11 - 2 - 2 + 3 + 1 + 1 + 1 ⇒ (18) + 11 - 2 - 2 + 3 + 1 + 1 + 1 = 31crit arrow, DA, DF, IC, PBS: 3d8 + 15 + 12 + 9 + 3 + 3 ⇒ (3, 8, 1) + 15 + 12 + 9 + 3 + 3 = 54

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What once was a duerger is now a bloody mess of a corpse. Chunks of viscera scatter everywhere behind the now very dead evil dwarf cousin.

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Kipp waits til the slime water dissipates then shouts "Let there be light" and activates his wayfinder illuminating the area. Kipp then walks towards the door to block escape.
Let me know if Kipp bumps into anything or is attacked on his way to the target location.

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Malsuza scoots forward, hammer raised. A pair of spike-tipped tendrils emerge from her back as she brings the hammer down once more.
5-foot step forward, growing morphic weapons, attacking Orange.
silver heavy mace, power attack, bless: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
damage: 1d8 + 15 ⇒ (7) + 15 = 22

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"Me wee little niece hits harder than that," Gordy growls as the hammer bounces off off his shoulder. Gordy moves obliquely towards one if the duergar soldiers, forming a hefty hammer of water that he swings wildly.
Kinetic Blade: 1d20 + 8 + 1 + 1 ⇒ (6) + 8 + 1 + 1 = 16
Blunt, Magic: 3d6 + 8 + 1 ⇒ (3, 3, 5) + 8 + 1 = 20

W.O.R.G-Bot 9000 |

BZZZZZZT WORGBOT ENGAGED: INITIATING WITZ AND RORIK
Witz ends his joking laughter, but it is still contagious. Lingering Performance
He draws an arrow and readies to shoot at the blue dwarf once Rorik shifts over.
Rorik draws his axe and shifts over to the far side of the counter, swinging his weapon at the blue dwarf.
Witz Attack Roll: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24
Rorik Attack Roll: 1d20 + 8 + 1 + 1 ⇒ (19) + 8 + 1 + 1 = 29
Witz Damage Roll: 1d8 + 1 ⇒ (7) + 1 = 8
Rorik Damage Roll: 1d12 + 5 + 1 ⇒ (1) + 5 + 1 = 7

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Round 2: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Bless (All) +1 Morale | Witz: Bardic Performance (All) +1/+1 Competance | Archer: Divine Favor (Self)
Active Penalties: None
Haab Nuervagan(-30,Dazzled)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Gordy Grimes(-4,Fine, Burn: 2)
Malsuza(-0,Fine)
Rorik(-0,Fine)
Green Mercenary(-103,Dead)
Yellow Mercenary(-0,Dazzled)
Orange Foot Soldier(-42,Dead)
Blue Foot Soldier(-15,Dazzled)
Red TWF Attack VS Archer: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
Red TWF Attack VS Archer: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Red TWF Attack VS Archer: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Damage Total: 2d8 + 4 + 1d4 + 1 ⇒ (4, 7) + 4 + (2) + 1 = 18
Shield Slam Confirm?: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Shield Slam Crit: 1d4 + 1 ⇒ (2) + 1 = 3
Blue Attack VS Rorik: 1d20 + 6 - 1 - 1 ⇒ (13) + 6 - 1 - 1 = 17
Blue Damage VS Rorik: 1d10 + 4 + 3 ⇒ (9) + 4 + 3 = 16
Groans from invisible duergar can be heard, helping to pinpoint where they last went to. The red leader Duergar is up against the wall right next to Archer. His invisibility ends as he swings his warhammer twice and tries to slam his shield. Archer deftly dodges the attacks from the hammer, but the shield socks him right in the chin! Crit for 6 damage from the shield -.-
Gordy and Kipp hear the other invisible duergar near them, it sounds as though he is trying to call upon a latent power.
The blue duergar drops his crossbow, drawing his dwarven waraxe. He swings his axe right back at Rorik. The axe bites deep and hard into Rorik! 16 damage.

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Round 3: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Bless (All) +1 Morale | Witz: Lingering Performance (1st Round) (All) +1/+1 Competance | Archer: Divine Favor (Self)
Active Penalties: None
Haab Nuervagan(-30,Dazzled)
Archer(-6,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Gordy Grimes(-4,Fine, Burn: 2)
Malsuza(-0,Fine)
Rorik(-16,Fine)
Green Mercenary(-103,Dead)
Yellow Mercenary(-0,Dazzled)
Orange Foot Soldier(-42,Dead)
Blue Foot Soldier(-15,Dazzled)
The Gray and Yellow circle is the generalized region that you heard yellow.

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"Swing for the fences" Kipp says swinging wildly at the square both he and Gordy are in reach of. power attack. blunt, magic, ada damage.
flail: 1d20 + 8 ⇒ (3) + 8 = 11 50% miss invis: 1d100 ⇒ 67 damage: 1d10 + 12 ⇒ (8) + 12 = 20
It's a wild swing, but it was at least in the right direction.

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Rorik continues attacking the blue dwarf
Great axe: 1d20 + 8 + 1 + 1 ⇒ (5) + 8 + 1 + 1 = 151d12 + 5 + 1 ⇒ (8) + 5 + 1 = 14 slashing adamantine magic
bite: 1d20 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 81d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6 B/P/S
Then 5ft step back

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Rorik's axe chops right back into the Duergar, and that is more than enough to drop him in his tracks.

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Archer steps back, and fires two cold iron arrows at the red outfitted duergar.
Bow, RS, DA, PBS, IC, Bless, DF: 1d20 + 11 - 2 - 2 + 1 + 1 + 1 + 3 ⇒ (8) + 11 - 2 - 2 + 1 + 1 + 1 + 3 = 21 CI arrow, DA, PBS, IC, DF: 1d8 + 5 + 4 + 1 + 1 + 3 ⇒ (7) + 5 + 4 + 1 + 1 + 3 = 21
If he drops red, shot #2 goes to where he heard the boss. >50 hits: 1d100 ⇒ 89
Bow, RS, DA, PBS, IC, Bless, DF: 1d20 + 11 - 2 - 2 + 1 + 1 + 1 + 3 ⇒ (14) + 11 - 2 - 2 + 1 + 1 + 1 + 3 = 27 CI arrow, DA, PBS, IC, DF: 1d8 + 5 + 4 + 1 + 1 + 3 ⇒ (5) + 5 + 4 + 1 + 1 + 3 = 19

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The first arrow flies into the one-armed Duergar, who gives a furious shout at Archer. The second arrow lands in the duergar's chest. He gives a limp look at Archer, bloody foam building at his mouth. He takes a step forward, before collapsing to the ground. The red duergar now lays still on the ground.
Both arrows were needed to drop red.

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A sudden idea strikes Malsuza. "Wanna take one for questioning?" she asks, shifting forward as she drops her heavy mace. She reaches back, drawing the padded wooden quarterstaff from the fight beforehand. She strikes!
subdual quarterstaff, power attack, bless: 1d20 + 19 + 1 ⇒ (9) + 19 + 1 = 29
damage, bashing, nonlethal: 1d6 + 15 ⇒ (4) + 15 = 19

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Witz takes fires an arrow at the darkness.
arrow: 1d20 + 5 + 1 + 1 ⇒ (10) + 5 + 1 + 1 = 17
>50: 1d100 ⇒ 57
damage: 1d8 ⇒ 3
2nd round of lingering performance

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"I'm gonna lay some water down. Ya just gotta swing where the duergar is splish splashing in" Gordy says as he steps back and fills the area where the invisible deep dwarf is moving around in.
Slick, DC 16. But I'm hoping it'll also help with pinpointing the enemy.

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Round 3: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Bless (All) +1 Morale | Witz: Lingering Performance (1st Round) (All) +1/+1 Competance | Archer: Divine Favor (Self)
Active Penalties: None
Haab Nuervagan(-70,Dead)
Archer(-6,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Gordy Grimes(-4,Fine, Burn: 2)
Malsuza(-0,Fine)
Rorik(-16,Fine)
Green Mercenary(-103,Dead)
Yellow Mercenary(-3,Dazzled)
Orange Foot Soldier(-42,Dead)
Blue Foot Soldier(-29,Dead)
Malsuza Miss Chance: 1d100 ⇒ 23
Reflex Save DC16: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Attack VS Kipp: 1d20 + 8 ⇒ (18) + 8 = 26
Attack VS Kipp: 1d8 + 3 ⇒ (2) + 3 = 5
A thick thud is heard as the duergar slips. His imprint leaves the mark of where he falls, before it appears that he stands up. Still concealed with invisibility.
Kipp feels a heavy thud crash against his shoulder! 5 damage.

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Round 4: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Bless (All) +1 Morale | Witz: Lingering Performance (2nd Round) (All) +1/+1 Competance | Archer: Divine Favor (Self)
Active Penalties: None
Haab Nuervagan(-70,Dead)
Archer(-6,Fine)
Witz(-0,Fine)
Kipp(-5,Fine)
Gordy Grimes(-4,Fine, Burn: 2)
Malsuza(-0,Fine)
Rorik(-16,Fine)
Green Mercenary(-103,Dead)
Yellow Mercenary(-3,Dazzled)
Orange Foot Soldier(-42,Dead)
Blue Foot Soldier(-29,Dead)

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Archer calmly draws and nocks an arrow, whispering to himself, "Erastil guide my aim."
He then fires, and immediate does it again.
+1 bow into yellow, RS, DA, IC, Bless, DF, PBS: 1d20 + 11 - 2 - 2 + 1 + 1 + 3 + 1 ⇒ (9) + 11 - 2 - 2 + 1 + 1 + 3 + 1 = 22 CI arrow, DA, IC, DF, PBS: 1d8 + 5 + 4 + 1 + 3 + 1 ⇒ (2) + 5 + 4 + 1 + 3 + 1 = 16
+1 bow into yellow, RS, DA, IC, Bless, DF, PBS: 1d20 + 11 - 2 - 2 + 1 + 1 + 3 + 1 ⇒ (7) + 11 - 2 - 2 + 1 + 1 + 3 + 1 = 20 CI arrow, DA, IC, DF, PBS: 1d8 + 5 + 4 + 1 + 3 + 1 ⇒ (2) + 5 + 4 + 1 + 3 + 1 = 16

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Gordy draws energy from the room, then with a splash and a crash appears next to the dwarf with a spiked ball of rock hard water in his fist.
Blade Rush: 1d20 + 8 + 2 + 2 ⇒ (3) + 8 + 2 + 2 = 15
Blunt, Magic: 3d6 + 8 + 1 ⇒ (3, 5, 1) + 8 + 1 = 18
-2 to AC until beginning of next turn, gathered energy to mitigate burn from Blade Rush.

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The last duergar's invisiblity fades, and the Pathfinders take the chance to pounce on him like lions on prey. He falls within moments.
If you wish to interrogate one of them, there is a chance you could save one with a cure spell.
Assuming this party can manage a decent spellcraft.
+1 Warhammer
Cloak of Resistance +1
Key Ring
Heavy Brass Rings (2)
Masterwork Breastplate
Masterwork Heavy Steel Shield
Masterwork Chainmail (2)
Masterwork Heavy Crossbow (4)
Masterwork Warhammer (2)
Masterwork Dwarven Waraxe (2)
Potion of Cure Light Wounds (4)
Alchemist Fire (4)
40 bolts

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4 spellcrafts, no threats looming (to our knowledge), Kipp's take ten is 19, all items have a general caster level of less than four (three being the highest), yeah Kipp will identify all of them.
As he identifies them he says "We got stuff. A magic hammer, a cloak of save your live, the minimum version, and four potions of die less, also minimum version."

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Archer checks his bow, and then looks to Rorik. "Oh, we aren't just dispatching them?"

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Kipp looks at archer then at Rorik then back at archer "maybe he wants to interrogate them or... or... mmmmm, ah! Or maybe he wants to tie them up and send them into the rooms first, just in case there's traps. Although, we should probably cut their tongues off so they can't warn people in the other rooms."

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Rorik manages to stabilize two of the duergar; yellow and blue. The others are too grievously wounded to recover.
Also, the GM doesn't want to spend too much time here.
They are still unconscious and will not awaken without some higher means of magical healing.

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Rorik turns to Archer with a look of mild surprise "well they might have some information we can use, if not you can dispatch them as well"
Rorik will tie up wichever one stabilized and use the looted clw potions until they regain consciousness. Then ask them what they know about the undead and what the were doing here.
I'll only wake up blue

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Rorik ties up and awakens the blue duergar. He looks rather shaken up.
"What do you want with me?"

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Standing over the fallen duergar Rorik says"If you value your life tell us what you were doing here and anything you know about the undead in the area."

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"Puny fox-freak! You may think your tough cause you got the drop on us, but you ain't a match for her!" He toughs his chin out, but you can see that he may crack. Perhaps if someone helped Rorik in intimidating this duergar.

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Malsuza wipes some slimy sweat from her brow before she sheathes her weapon. "Well, that was a workout." She shrugs her shoulders , sliding them off of her shoulders before handing it off to Sergei.
"Hey. I've been pushing myself, so I'm gonna relax the muscles and have a good Melt before I strain something." She walks over to Doggoth, petting the oily canine and giving him a hug. Then, she casually lies down on the floor.
With a sigh of relief, Malsuza relaxes her body and sinks into herself. Her human form loses definition, with clothing and extremities alike liquefying and turning violet as it all melts into her ooze form.
Sergei is holding all of her gear, besides weapons and armor. Feel free to use it in a pinch.

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"Hey now don't be rude to grumpy fox," Kipp says with a sly smile. "Maybe you would feel more like talking if I gnawed your leg off." Kipp then looks at the stable, but unconscious, duergar before starting to walk towards the unconscious one. Then in a darker tone "Or perhaps watching your friend have their throat ripped out would loosen your tongue."
Intimidate aid: 1d20 - 1 ⇒ (6) - 1 = 5
hoping for flavor bonus. The duergar can sense motive Kipp, but Kipp fully intends to carry out that threat.
...Flavor ain't helping that roll.

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I'm sure someone would be kind enough to use ole' Gordy's wand of cure light wounds on him.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
"maybe he wants to interrogate them or... or... mmmmm, ah! Or maybe he wants to tie them up and send them into the rooms first, just in case there's traps. Although, we should probably their tongues off so they can't warn people in the other rooms."
"From what I've heard, these Duegar be nothing but slaver scum and if we let em go they're probably just gonna return to their ole ways. I got no problem with executing 'em, but I ain't gonna stand by and see anybody tortured. Just don't sit well with me."

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"Have it your way." Kipp leans over the unconsious one and tares its throat out with his teeth.
power attack coup de grâce: 2d8 + 14 ⇒ (1, 5) + 14 = 20
If the duergar lived they need to make a Fortitude DC 30 or die.

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"If I had a plank handy, I'd be making ya walk it...but I guess since we don't we could let one of these here rabid kitsunies do the deed. Course, ya could give us a reason to let ya live."
Intimidate Aid: 1d20 - 2 ⇒ (7) - 2 = 5
Why not?

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Archer barely holds back his anger as he sees Kipp rip out the duergar's throat. 'This sort of barbarism is not what I signed up for.'
"I suggest you talk. To be honest, I would be surprised if these few will suffer you to live, but there is a chance. If you don't wish to become puppy chow, talking would be a good idea right now."
intimidate: 1d20 + 3 ⇒ (2) + 3 = 5
Nope. Archer is not a good talker.

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That bite makes the duergar die. You see a from satisfaction in his face, as if he preferred to die than to share any information with the enemy.
Kipp feels oddly disgusted after having bitten the duergar's neck. Perhaps less dramatic methods should be considered next time.
Will the party attempt to interrogate the other duergar and awaken him?

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Kipp killed the unconscious duergar not the conscious one. Also the things he is likely considering are: Are insanity and rabies the same thing, and how dose the taste of duergar compared to the other things he's bitten to death; a fog and wight included.

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unless worgbot chimes in with an aid from Witz it seems blue will remain unmoved.
Seeing the druergar unmoved by the party's attempts to assist him, Rorik casts guidance on himself then raise his axe overhead and says "then your life has no value"
intimidate: 1d20 + 5 - 5 + 1 ⇒ (11) + 5 - 5 + 1 = 12
If the druergar dosent start talking Rorik coup de graces
3d12 + 15 ⇒ (7, 2, 7) + 15 = 31