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Dailung moves behind the door, tempting a dog to move out.
AoO: 1d20 + 20 ⇒ (16) + 20 = 361d6 + 19 ⇒ (4) + 19 = 23nonlethal.
Confirm: 1d20 + 20 ⇒ (11) + 20 = 31 An attack will trigger enforcer
Intimidate: 1d20 + 18 ⇒ (6) + 18 = 24
If attacked she will parry riposte
Parry: 1d20 + 20 ⇒ (15) + 20 = 35
Riposte: 1d20 + 20 ⇒ (19) + 20 = 391d6 + 19 ⇒ (2) + 19 = 21
Confirm: 1d20 + 20 ⇒ (11) + 20 = 31 An attack will trigger enforcer
Intimidate: 1d20 + 18 ⇒ (17) + 18 = 35 If a dog was hit and intimidated before it is now sickened.

GM Amsheagar |

The doors to the room are not open, But they can easily swing open, since the dogs to travel through this area quite often.
Dailung: 1d20 + 15 ⇒ (13) + 15 = 28
Elliot: 1d20 + 8 ⇒ (8) + 8 = 16
Sickly: 1d20 + 6 ⇒ (16) + 6 = 22
Ansha: 1d20 + 4 ⇒ (13) + 4 = 17
Selther: 1d20 + 7 ⇒ (6) + 7 = 13
After Dailung moved to the side of the door, the floor turns to mud and quickly back to stone. No one took Selther's warning seriously as Elliot, Ansha, and Selther himself were too slow to escape the effect of the trap. And now they are stuck in the floor. You three are entangled and require an escape artist check of 19 or strength of 19.
The doors stay close as the dogs barks continue. You hear some noise from the room to the south as people start to do something in that room.
Dame Dogs, Wont they shut up. You all hear from within.
Round 2
Dailung
GM Mystery Hounds
GM Unknown
Wembly <---- Here
Elliot Entangled <---- Here
Sickly <---- Here
Selter Entangled <---- Here
GM Dogs
Ansha Entangled

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str chk: 1d20 + 6 ⇒ (11) + 6 = 17
Selter, in dog form, is stuck and still yapping at the other dogs.
Sssvelvanisssty!
Liberating Command. Ansha, you get an additional immediate escape artist check with a +16.

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Just as a side note: Sickly (and Elliot) would have gotten a free passive check to notice a trap set in a stone surface (like the floor) if we got within 10' of it.
Sickly manages to avoid the sudden softening of the stone floor under their feet, as he quickly steps up onto the stairs, before it can harden.
Unfortunately, the others in the foyer are not so lucky.
Hmm... does profession (miner) give me a bonus on this? Or dwarven Stonecunning?
With the dogs still behind the closed door, he takes his hammer, and tries to free up one of the others, using it to smash the stone, in hopes of breaking them free!
He takes a moment to assess peoples' positions and the floor, and other factors that might hinder his attempt, then goes to work!
Profession (miner): 1d20 + 7 ⇒ (17) + 7 = 24 (In case it can help)
Will start trying to free Dailung, then Selter or whoever looks like they need it next.
Attack the floor!: 1d20 + 15 - 3 ⇒ (10) + 15 - 3 = 22, 2d6 + 8 + 9 ⇒ (3, 1) + 8 + 9 = 21 damage
Attack the floor, itterative: 1d20 + 10 - 3 ⇒ (19) + 10 - 3 = 26, 2d6 + 8 + 9 ⇒ (2, 1) + 8 + 9 = 20 damage (sadly, can't crit a floor!)

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Escape Artist: 1d20 ⇒ 8
Escape Artist with Liberating Command: 1d20 + 16 ⇒ (3) + 16 = 19
The elf tugs at the floor, and after a brief moment's delay, the ground gives up its grip on her feet.

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Elliot desperately tries to break free from the floor.
Str: 1d20 + 3 ⇒ (14) + 3 = 17
"What is this? Why am I stuck here in the stone?! Ouch! That's not supposed to be like that! Dwarves are made for walking ON stone, not IN stone."

GM Amsheagar |

I rolled perception when everyone entered the room. Only one to notice anything was Selter.
Forgot that Wembly said he was moving into the room, since he didnt move his token.Wembly: 1d20 + 7 ⇒ (14) + 7 = 21 He is not trapped.
Ansha is able to break free from the floor. Quite a show of strenght and skill for one of the weaker classes. While Elliot and Selther are still stuck.
Sickly is able to damage the floor around Selther.
Round 2
Dailung
GM Mystery Hounds
GM Unknown
Wembly [b]<---- Here. I missed that you were opening the doors. Take a free move action. (Opening the door or movement.)
Elliot Entangled
Sickly
Selter Entangled, Floor damaged -25
GM Dogs
Ansha Entangled until her turn, then free.

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Since liberating command made it an immediate action, shouldn't Ansha already be un-entangled?

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I actually thought he opened the first set of doors. Are they flying at the second set of doors? He will have whiskers gain altitude if move action available
Wembly and Whiskers will fly into the room after the others.
”Whoa that is a bummer. Who all is still stuck? I may be able to grease you free but not sure if it will work or not.“
Will fly 5’ down from ceiling.

GM Amsheagar |

The first brown dog opens the door with its nose and the rest see the group in the room. Pink and Yellow go after the entangled Elliot while the other two, Green and Brown, go after Dailung
Once the brown one comes around the corner to attack, It is beaten down by Dailung in a single attack.
The second dog to attack her to see if he fairs any better.
Green Bite: 1d20 + 3 ⇒ (2) + 3 = 5 Miss
Pink Bite: 1d20 + 3 ⇒ (3) + 3 = 6
Yellow Bite: 1d20 + 3 ⇒ (10) + 3 = 13
Round 2
Dailung <----- Here
GM Mystery Hounds
GM Unknown
Wembly
Elliot Entangled, Pron
Sickly
Selter Entangled, Pron, Floor damaged -25
GM Dogs
Ansha Pron <----- Here

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Dailung steps on the knocked out dog and attacks the other dogs.
Attackgreen: 1d20 + 20 ⇒ (18) + 20 = 381d6 + 19 ⇒ (2) + 19 = 21nonlethal
Inimidate triggered Enforcer feat: 1d20 + 15 ⇒ (4) + 15 = 19
confirm: 1d20 + 20 ⇒ (6) + 20 = 261d6 + 11 ⇒ (1) + 11 = 12
Attack: 1d20 + 15 ⇒ (16) + 15 = 311d6 + 19 ⇒ (5) + 19 = 24nonlethal
Inimidate triggered Enforcer feat: 1d20 + 15 ⇒ (17) + 15 = 32
Confirm: 1d20 + 15 ⇒ (11) + 15 = 261d6 + 11 ⇒ (1) + 11 = 12nonlethal
Parry: 1d20 + 20 ⇒ (11) + 20 = 31
Riposte: 1d20 + 20 ⇒ (12) + 20 = 321d6 + 19 ⇒ (5) + 19 = 24nonlethal

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Ansha clambers to her feet.
"Definitely not the way I was expecting things to go from the start," Ansha says. "You know, I never was much of a dog person, myself. Always more of a cat person--not nearly as high maintenance. Did you know that..."
The elf rambles on, masking a divination (see invisibility ) behind her words.
Bluff: 1d20 + 25 ⇒ (6) + 25 = 31
Sleight of hand: 1d20 + 9 ⇒ (13) + 9 = 22
Per her Covert Spells prestige class ability, in order to notice that Ansha cast a spell (specifically, enchantments or divinations), observers must beat both her Bluff and Sleight of Hand rolls.

GM Amsheagar |

It is not something that is written in the rules.... but i would give you a + to an escape check..
Dailung attacks the Green dog, knocking it down almost imminently. Somewhat shaking the rest of the dogs in the room.
Right after she does that, two bays sound out from under the table. Causing the trickle of sweat to roll down the backs of all in the adjacent room. Need two Will save from each, DC 16 or be panicked for: 1d4 ⇒ 2 rounds for the first one or 1d4 ⇒ 1 for the second one.
Round 2
Dailung
GM Mystery Hounds
GM Unknown
Wembly <----- Here
Elliot Entangled, Pron <----- Here
Sickly <----- Here
Selter Entangled, Pron, Floor damaged -25 <----- Here
GM Dogs
Ansha

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Will save: 1d20 + 7 ⇒ (9) + 7 = 16
Will save: 1d20 + 7 ⇒ (10) + 7 = 17
The hair on the back of the elf's neck stands on end, but she maintains her composure.

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will save 1: 1d20 + 12 ⇒ (9) + 12 = 21
will save 2: 1d20 + 12 ⇒ (15) + 12 = 27
With a groan of effort, Selter warps back into the shape of a tall Nagaji.
strength check: 1d20 + 6 ⇒ (3) + 6 = 9

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GM, I just realized you subtracted Hardness from the last two attacks, to free Selter...
Sickly is using an adamantine longhammer, which would ignore hardness less then 20... so the floor should have taken full damage (41) and Selter might be free?
Will1: 1d20 + 7 ⇒ (19) + 7 = 26
Will2: 1d20 + 7 ⇒ (10) + 7 = 17
"Shadow mastiffs!" Sickly mutters, as the baying starts, recognizing the sound almost right away. He quickly straightens the mask over his face, then steps back, and tries to free his remaining compatriots from the stone trap.
He slams his hammer down hard, on the stone next to those trapped in the floor, two quick swings.
Attack floor near elliot with primary. 5' step. Attack floor next to Selter with iterative... unless the adamantine note above means Selter is already free... then both attacks at the floor by Elliot and 5' afterwards.
melee1, PA, rage: 1d20 + 12 ⇒ (5) + 12 = 17, for 2d6 + 17 ⇒ (2, 6) + 17 = 25
{dice=melee2]1d20+7[/dice], for 2d6 + 17 ⇒ (4, 3) + 17 = 24

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Wembly and Whiskers are 5'-10' flying off the floor...but suspect they will will be panicked
Wembly Will: 1d20 + 8 ⇒ (6) + 8 = 14
Wembly Will: 1d20 + 8 ⇒ (2) + 8 = 10
Whiskers Will: 1d20 + 2 ⇒ (13) + 2 = 15
Whiskers Will: 1d20 + 2 ⇒ (12) + 2 = 14
YIKES! What is that noise? AHhhhahhh! Call me when it is is safe!
Unless there is any bonus buffs to will saves With a flap of green wings, the flying cat and scared gnome take off like a dart and fly out of the room back the way the party entered.

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Wasn't listed in the original attack, so I didn't know it was adamantine. yes, He is free after you last attack. You can change this attack to freeWemblyElliot!!
Oops. sorry. Mentioned it in the original question of if it would help... but not in the next post where I actually smashed things. =)
One person free, anyway... maybe 2?
Edit: oops, noticed I messed up the tag on the second attack! Fill in with: 1d20 + 7 ⇒ (5) + 7 = 12

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Will: 1d20 + 8 ⇒ (6) + 8 = 14
Will: 1d20 + 8 ⇒ (13) + 8 = 21
if this a charm of compulsion effect, I will get +4 on the roll!

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Selter calls Sithiss in to guard the south door where we heard voices.
...
But the big galumf is frightened of the howling dogs and won't approach the building!
So Selter stands and gets ready to block the doors himself. Mening ko'pchiligim bor! Cast Mirror Image on myself.
number of images: 1d4 + 2 ⇒ (2) + 2 = 4
When I wildshaped into a dog, did I manage to look at least roughly like the other dogs? I know can't actually take the form of an outsider.

GM Amsheagar |

This is a sonic, mind-affecting fear effect.
Sithiss will 2: 1d20 + 4 ⇒ (20) + 4 = 24
Both Dailung and Sithiss get panicked by the hounds effect. They are panicked for 2 rounds.
Round 2
Dailung Paniced 2 Rounds
GM Mystery Hounds
GM Unknown
Wembly and Pet Paniced 2 Rounds
Elliot Pron <----- Here Sending a message now.
Sickly
Selter Pet Paniced 2 Rounds
GM Dogs
Ansha

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Will DC16: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Will DC16: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
panicked 2 rounds then
Elliot suddenly feels his heart starting to beat faster. He has the urgent need to get away as fast as possible.
Elliot gets up and runs away as fast as he can.

GM Amsheagar |

As Elliot gets up, he is attacked by the dog nearest to him.
Bite: 1d20 + 3 ⇒ (13) + 3 = 16
Dog 1: 1d20 + 1 ⇒ (3) + 1 = 4
Dog 2: 1d20 + 1 ⇒ (5) + 1 = 6
Even though the dog tried to bit, it was startled a little bit by his companion canine baying in the background. Who would have thought they were not immune to their comrades attack.
The two dogs run out of the room, allowing any who are not panicked to have a free swing at them.
Round 2
Dailung Paniced 2 Rounds Here
GM Mystery Hounds
GM Unknown
Wembly and Pet Paniced 2 Rounds
Elliot 1 Rounds
Sickly
Selter Pet Paniced 2 Rounds
GM Dogs 2 Rounds
Ansha Here

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Sickly far prefers the dogs leave the area, than be laying nearby. He will let them go, instead keeping his eye on the two shadow mastiffs.
Edit: If the mastiffs come out, I believe I'll end up getting an AoO on both... will include those here, in case they come up, ignore them if they don't
AoO2, PA: 1d20 + 12 ⇒ (8) + 12 = 20, for 2d6 + 17 ⇒ (1, 3) + 17 = 21.

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Ansha inches closer to the nearer set of double-doors. With a glance up the stairs, she then looks searchingly at the open doors opposite her to the north (i.e. where the dogs are).
Perception: 1d20 + 1 ⇒ (18) + 1 = 19

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Dailung.... runs for it.

GM Amsheagar |

1-50 Miss: 1d100 ⇒ 58
Dog 1 Bite: 1d20 + 12 ⇒ (16) + 12 = 28 CMB: 1d20 + 12 ⇒ (17) + 12 = 29 Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Dog 1 Bite: 1d20 + 12 ⇒ (15) + 12 = 27 Damage: 1d8 + 6 ⇒ (5) + 6 = 11
People run in fight as the Shadow Hounds finally show themselves.
They move into attack the nearest foe left in the room. Slick. As they approach, he swings down with his hammer at them, trying to hit them. The first one takes damage as the hammer connects, but doesn't phase it too much while the second one easily dodges out of the way before attacking him.
The first one bites his leg and pulls it out from under him, causing him to be prone. The second one has that much extra help in laying its teeth into the small dwarf.
Wembly and his pet run away in fear as Elliot follows them. Selther's is also running. Finally the dogs run after them.
Round 3
Dailung Done in Round 4 You can post after Ansha goes.
Shadow Hounds -25, -0
GM Unknown
Wembly and Pet Done in Round 5
Elliot Done in Round 4
Sickly -22 Here
Selter Pet Done in Round 5
GM Dogs Done in Round 5
Ansha Here
Skipping over those panicked

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Magic Missile: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10
Ansha takes a step back toward the front door. Rattling off a rapid-fire chant, she jabs with one hand at a shadow hound, and sends three magical darts knifing into its hide.

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In the interest of not holding things up, will include two scenarios... one where I fell over, one where I didn't (see prior post) =)
Sickly gives a small distressed cry as half of the team flees the house, and the shadow mastiffs close in. Already he can feel his right eye starting to swell shut, and a rash beginning to form on the back of his neck. Dogs were bad enough, but extra-planar dogs?!
He has a hard time tracking them, as even in the well lit room, the hounds seem to disappear and reappear in even the slightest of shadows, as they leap at him with fangs bared.
With a desperate wail, Sickly pushes himself to his feet, doing his best to protect his face and neck, but opening himself up to even more attacks.
Going to go defensive, then stand up, provoking from both of them.... though AC now a 22 (including the -4 prone penalty and +3 dodge bonus)
His face is almost bright red, as he emerges from the pile, small veins puling along his sweat-covered forehead. He takes a small step backwards, then brings his hammer around and down at the injured mastiff, like he is trying to use its head like a nail.
"Go away!" He half cries, half moans. It comes out at a normal volume... though given his usual vocal range, that's as close to a shout as you've ever heard from the frail dwarf.
Rage, 5' step, then attack the same hound that he hit before. Including the miss chance.
melee1, PA, rage, defensive: 1d20 + 15 - 3 + 2 - 4 ⇒ (16) + 15 - 3 + 2 - 4 = 26, for 2d6 + 8 + 9 + 3 ⇒ (4, 4) + 8 + 9 + 3 = 28 damage. miss chance: 1d100 ⇒ 77
Current AC: 24
A bright red flush starts to invade his face, and his eyes grow wide... or at least as wide as it can, when one is swelling shut. He takes a small step back, trying to get a bead on the shadowy hounds.
"Go away!" He cries, as close to angry as you've ever seen him
He swats his longhammer at the injured hound, like he's playing croquette, then brings the weapon around for a second swing, surprisingly quickly.
5' step, rage, swing! First at the injured one, and if it drops, then the other one. Miss chance included.
melee1, PA, rage: 1d20 + 15 - 3 + 2 ⇒ (13) + 15 - 3 + 2 = 27, for 2d6 + 8 + 9 + 3 ⇒ (2, 6) + 8 + 9 + 3 = 28 damage. miss chance: 1d100 ⇒ 76
melee2, PA, rage: 1d20 + 10 - 3 + 2 ⇒ (16) + 10 - 3 + 2 = 25, for 2d6 + 8 + 9 + 3 ⇒ (6, 2) + 8 + 9 + 3 = 28 damage. miss chance: 1d100 ⇒ 95
Current AC 21

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Dailung turns round and runs back to the battle!
Run option to return

GM Amsheagar |

Attack: 1d20 + 10 ⇒ (4) + 10 = 14
shot v Sickly: 1d20 + 7 ⇒ (5) + 7 = 12
shot v Selter: 1d20 + 7 ⇒ (4) + 7 = 11
The remaining Shadow Hound attacks Sickly again, but misses its bite.
Behind Sickly and Selter, the door opens. Someone within the room casts a spell, causing a cloud of golden particles to cover both Selter and Sickly to quickly blink to try and avoid the blindness that could befall them. Will 17, Glitterdust.
Soon after, they hear a pair of shots ring out as both are targeted by another person in the room. Luckily for them, both attacks miss.
Round 4
Dailung <------Here
Shadow Hound -10
GM Guys (Orange, Red, Green, Blue)
Wembly and Pet Done in Round 5
Elliot <------Here
Sickly -14 <------Here
Selter Pet Done in Round 5 <------Here
Ansha <------Here

GM Amsheagar |

What was once a classy and comfortable lounge has been damaged by neglect, rowdy pirates, and lethal squabbles. Half of the furniture in the room are mismatched sets or show signs of being crudely repaired after drunken duels. A messy deck of cards remains strewn across the round table. Glass bottles litter every surface and lie scattered across the floor.
The front two look like regular deckhands, while the ones in the back, one is holding two guns (Green), while the other one is not wearing any heavy armor and might be the spell caster who just tried to blind you. (Blue)

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Buffs
Longstrider, 4 hours
Mirror Image, 4 images, 7 rounds
will save: 1d20 + 12 ⇒ (7) + 12 = 19
cast defensively: 1d20 + 14 ⇒ (17) + 14 = 31 vs DC=19
Self was hoping to finish dogs before new threat showed... Selter whirls to face the new threat and calls on the power of Ydersius.
Spora bulutlari bilan ishlang! Then he rushes forward to hold the new foe in the room.
cast defensively Garden of Peril then move
School conjuration (creation) [poisonUM]; Level druid 2, ranger 2,
sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (a pinch of spores)
Range medium (100 ft. + 10 ft./level)
Effect one poisonous mushroom/level, no two of which can be
more than 30 ft. apart
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance no
Vividly colored poisonous mushrooms instantly spring into existence in squares you select. The mushrooms can appear on any solid surface, even growing horizontally from walls or upside down from the ceiling. Once per round as a move action, starting the round after you cast this spell, you can command the mushrooms to release poisonous spores. Each creature adjacent to a mushroom or in a mushroom’s square must then succeed at a Fortitude save or become sickened for 1d4 rounds. The condition of creatures that fail multiple saving throws does not worsen, but each additional failed saving throw adds 1d4 rounds to the duration the creature is sickened.
The mushrooms are Tiny and cannot provide cover, but they are fairly sturdy (AC 7, hp 30, break DC 20). Creatures can move through squares containing mushrooms as normal. When destroyed, a mushroom evaporates and releases one last cloud of spores.
Sssurrender or die sssick and wasssting! Next round I will command them to release spores and they will have to make DC 14 for saves or be sickened

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The elf takes a step forward to get a better look at their attackers. "Man, look at the mess they made of that lounge. Someone really needs to hire an interior decorator. The colors are all wrong!" she says, gesturing toward the broken, mismatched furniture. Hiding a powerful enchantment behind her words, a moment later all of the humanoids in the adjacent room feel a disorienting wave wash over their minds.
Covertly casting confusion (DC 21) so as to affect all of the enemies. I think targeting the square between Green and Blue should get all of them in the area of effect.
As usual, both Ansha's Bluff and Sleight of Hand rolls must be beaten to notice she cast a spell, and her Subtle Enchantments feat means that should someone make their save, they only have a 50% chance to notice they made a saving throw.
Bluff: 1d20 + 25 ⇒ (2) + 25 = 27
Sleight of Hand: 1d20 + 9 ⇒ (13) + 9 = 22