
![]() |

Yazhi has light already cast upon her per this post.
Before Yazhi goes in, Hatfield casts Guidance on the canine and switches life link to cover Yahzi, Ezranadir, and Ayita.

GM Derek |

Ayita Disable Device: 1d20 + 17 ⇒ (5) + 17 = 22
Ayita can easily open the secret door in the small room.
The door opens onto the giant pit. Ayita nearly falls in as she pushes the secret door open!
In the distance she can see one of the men, hanging upside down, bound in chains.
"Uhhh... h...h.. help," moans the man when he sees the light shining from the secret door.

![]() |

Hang on! We'll bring help soon.
She realizes she shouldn't have said hang on after she says it.
Ayita listens for the approach of any of the rest of the group. She also looks for something secure in this small room to which she can tie a rope.
GM Derek, have the Carrying Wind spells expired? They would have lasted 80 minutes on both Ayita and Yazhi, from when the group flew up to the opening in the tower.

GM Derek |

Hang on! We'll bring help soon.
She realizes she shouldn't have said hang on after she says it.
Ayita listens for the approach of any of the rest of the group. She also looks for something secure in this small room to which she can tie a rope.
GM Derek, have the Carrying Wind spells expired? They would have lasted 80 minutes on both Ayita and Yazhi, from when the group flew up to the opening in the tower.
Carrying Wind still active.
Five levers in middle of room to which you can secure a rope.

![]() |

She'll secure her rope and prepare to go into the larger room once more of the party have reached her. She looks into the larger room for other threats, as best she can.
She calls out to the man, What put you there, is it still around?
perception: 1d20 + 18 ⇒ (15) + 18 = 33

GM Derek |

She'll secure her rope and prepare to go into the larger room once more of the party have reached her. She looks into the larger room for other threats, as best she can.
She calls out to the man, What put you there, is it still around?
[dice=perception]1d20+18
Which lever will you secure your rope to? 1, 2, 3, 4, or 5?
The man, clearly in a bad way, mumbles, ”D… d… derro.”
Ayita can see much of the room with her Yazhi’s darkvision.
I’ll adjust Yazhi’s vision next time I’m on roll20.

Frantino Kaddren |

Hearing Ayita's plan to rescue the hanging men, Frantino sighs and prepares to crawl through the small tunnel in the ceiling.
We're hitting my biggest fear here! Claustrophobia. Hard to picture even my character crawling into a small space...
He joins her and Yazhi on the far side, where he'll peer through the door looking for derros or anything else, with see invisibility still active.
Perception: 1d20 + 16 ⇒ (18) + 16 = 34

![]() |

Ayita thinks a bit more, and gets out her flying carpet. Frantino, maybe we can transport him on this.
She attaches the rope to the lever that is moveable, in case it becomes clear that moving it would be helpful. Her fly speed is pretty slow.
Ready?

Frantino Kaddren |

Frantino eyes the rope. "Maybe I should try to jump over to the ledge to the right first while holding the rope and you hold the other end while standing on or hovering above the ledge? If I miss the jump, with the Ring of Feather Fall I won't weigh much after the first 5' drop, then you could pull me in. Or you can fly the carpet back and forth since you can fly without it and it's only a few feet to the ledge, I'm just worried about trying to jump out of this door at an angle. After that, you could tie off the far end of the rope to one of the men and then I'll pull him until he's above a safe spot to land and you unshackle his chain. If need be you help him descend slowly so he doesn't crash into the side of the pit while I pull. Then we work our way around to the others. I'd really appreciate another set of strong arms to help pull, can you come over here, Nasir? And if there are derro in the area I'd feel better if we were all here so we don't get caught unawares while pulling one of these poor guys to safety. We can pass the two Rings of Feather Fall around for maximum safety as others need to jump around or as we unshackle the prisoners."

![]() |

Hmmm, ok, but would you rather use the carpet perhaps instead of jumping? She calls it over so Frantino can use it and flies a little bit into the room with her trusty wolfdog.
I'll go inspect that ledge with you first.
She unties the rope from the moveable lever for now.
Is the stranger at the same height as the ledge?
perceiving any issues on ledge: 1d20 + 18 ⇒ (13) + 18 = 31

![]() |

Ezranadir turns to Nasir and Doc, "Well, I guess my concerns do not matter. I would have preferred entering through a door which we could retreat safely through if need be, rather than a small tight tunnel. After you, Nasir. They are calling for you." He motions his hand toward the opening to the small tunnel and waits for him to go through then will follow.

GM Derek |

Is the stranger at the same height as the ledge?
The hanging man's head is at "ground" level (equal to the platforms and the ledge). His feet are wrapped in chains, holding him upside down.

![]() |

Ezranadir turns to Nasir and Doc, "Well, I guess my concerns do not matter. I would have preferred entering through a door which we could retreat safely through if need be, rather than a small tight tunnel. After you, Nasir. They are calling for you." He motions his hand toward the opening to the small tunnel and waits for him to go through then will follow.
Sorry, Ezranadir. I completely missed your previous post. :(

Nasir al-Rafik Kamal |

Nasir nods, sheathes his weapon and sword and heads over to the opening. "Stong arms you will have. I am ready Frantino Kaddren." Braces himself against the wall and prepares to pull when given the rope.

![]() |

Sorry, Ezranadir. I completely missed your previous post. :(
Well it seems like you were not the only one.
Ezranadir reluctantly follows through the tunnel. He whispers to the group, "These men hanging here seem like a trap." He keeps looking around for enemies.

GM Derek |

Hmmm, ok, but would you rather use the carpet perhaps instead of jumping? She calls it over so Frantino can use it and flies a little bit into the room with her trusty wolfdog.
I'll go inspect that ledge with you first.
The ledge has no issues that Ayita can see. It is old. And the stone floor is chipped in a few places near the edge, but well-made and still strong.

![]() |

Ayita didn't mean to upset her friend... Sorry, Ezranadir, I thought having the ant check the tunnel would alleviate the problem. There are several secret doors as well too, multiple ways. It's true there could be a trap!
(She actually looks oddly hopeful when she says that, just for a second.)
She'll point out the locations of the secret doors.

GM Derek |

Moving this along...
Frantino flies on the carpet to the ledge and prepares to help Ayita with the upside down man.
Ayita and Yazhi are flying in the air adjacent to the man. She has tied rope to the man.
@AYITA Who is pulling on the rope? Nasir (towards the small levers room) or Frantino (towards the ledge)?

GM Derek |

In the end, Ezranadir is correct. It IS a trap.
As Ayita works on the poor man hanging upside down she notices... bite marks. Repeated bite marks all over the man's neck. Trails of dried blood from the bite marks trickle downwards (upwards?) into his beard. It all becomes clear to Ayita. The man is hung from the ceiling like... a side of beef at the butcher's.
The man is food.
As she and (Frantino?Nasir?) work to pull the man to solid ground and unchain him, she hears the skittering of feet. And then more skittering. The other three men hanging in the room begin a chorus of fearful moans at the same time.
Yazhi <BARKS!> She sees something climbing upside down from the underside of the large central platform, leaping (upside down!) from the primary platform to the smaller southwestern 5x10 platform's underside.
Yazhi snarls! DANGER!
More figures skitter across the underside of the platforms. Pale blue arms reach around the edge of the platform. Then a small blue figure follows, climbing onto the topside of the platform like a spider. And then another figure, and another, and another. They jump from the platform to the floor of the room.
Four pale blue humanoids with bulging white eyes, wild hair, four-fingered hands, and large hooked clubs grin evilly at Ayita and Frantino, showing their sharply pointed canine teeth.
They whisper...
"The darkness." "Summon the darkness." "Bring the darkness, brother."
And then they fade, like shadows, into the darkness of the room, deeper and deeper into darkness.
Updated the map on Roll20.
@AYITA where are you pushing/pulling the enchained man? Towards Nasir or towards Frantino. You will begin combat either adjacent to Nasir or Frantino, flying. Yazhi will start adjacent to you, between you and the derro vampires.

GM Derek |

THE CREATURES OF THE PIT!
Doc Hatfield: 1d20 + 2 ⇒ (17) + 2 = 19
Ayita: 1d20 + 2 ⇒ (11) + 2 = 13
Frantino: 1d20 + 1 ⇒ (14) + 1 = 15
Nasir: 1d20 + 3 ⇒ (8) + 3 = 11
Ezranadir: 1d20 + 9 ⇒ (5) + 9 = 14
DERROS: 1d20 + 6 ⇒ (3) + 6 = 9
ROUND ONE
—------------------------------------------------
Doc Hatfield: UNABLE TO SEE WHAT HAS HAPPENED
Frantino:
Ezranadir: UNABLE TO SEE WHAT HAS HAPPENED
Ayita:
Yazhi:
Nasir:
DERROS: Darkness gives them partial concealment (20% miss chance)
BOLD may go!
STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (54/58hp) || -4hp
Yazhi (50/51hp) || -1hp
Doc (55/64hp) || -9hp ** -2 Wisdom **
Frantino (59/59hp) || ** -1 Wisdom **
Nasir (59/60hp) || -1hp ** -1 Wisdom **

GM Derek |

NOTES FOR THIS COMBAT:
@ALL Darkness spell-like ability diminishes all Light spells. 20% miss chance when attacking a foe, unless you have darkvision. 50% miss chance if you are attacking a foe further than 10ft away, unless you have darkvision.
@AYITA While looking through Yazhi's eyes, Ayita is blind. Blinded –2 penalty to Armor Class, loses Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks.
@AYITA If you use Yazhi's darkvision to target a creature, you suffer a -2 penalty to attack for your first attack on that creature/location, then -1, then -0, as you adjust to attacking something while watching from Yazhi's perspective. If the creature moves, this penalty resets.
@AYITA If you use Yazhi's darkvision, then cancel it, returning to your vision, then attack, the target is treated as having Partial Concealment (20% miss chance).
@ALL some of you have wisdom penalties, still, as well as a minor bit of hit point damage from previous fights that was not healed. Doc can heal it as part of his actions now. If I missed a healing post, please tell me.

GM Derek |

@AYITA Please state who you handed the rope to. It impacts their action in Round One, obviously.

![]() |

Ayita didn't mean to upset her friend
You didn't upset him, just tried to point out smart tactics so we don't get killed.
@GM Derek Doc & Ezranadir should still be able to act even though they do not know what happened like casting defensive spells or retrieving an item. They were just plunged into darkness so they could surmise something bad is going to happen and prepare.

GM Derek |

Ayita wrote:Ayita didn't mean to upset her friendYou didn't upset him, just tried to point out smart tactics so we don't get killed.
@GM Derek Doc & Ezranadir should still be able to act even though they do not know what happened like casting defensive spells or retrieving an item. They were just plunged into darkness so they could surmise something bad is going to happen and prepare.
That's a good point. Although you don't know what happened in other room, you can certainly act.
Note that the Darkness radiates only inside the pit room, so Doc in the other room, and Ezranadir and Nasir in the lever room, are not inside the darkness. This is not a function of the room, but a function of the radius of the spell-like abilities.
Nasir certainly can see that the room has gotten dark, although he isn't inside the darkness.

GM Derek |

THE CREATURES OF THE PIT!
ROUND ONE
—------------------------------------------------
Doc Hatfield:
Frantino:
Ezranadir:
Ayita:
Yazhi:
Nasir:
DERROS: Darkness gives them partial concealment (20% miss chance)
BOLD may go!
STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (54/58hp) || -4hp
Yazhi (50/51hp) || -1hp
Doc (55/64hp) || -9hp ** -2 Wisdom **
Frantino (59/59hp) || ** -1 Wisdom **
Nasir (59/60hp) || -1hp ** -1 Wisdom **

Frantino Kaddren |

I assumed Frantino would be on the ledge pulling on the rope with Nasir. Frantino drops the rope and steps forward to full attack the first derro.
+2 halberd w/ PA: 1d20 + 12 ⇒ (20) + 12 = 32, damage: 1d10 + 15 ⇒ (9) + 15 = 24
crit confirm?: 1d20 + 12 ⇒ (8) + 12 = 20, x3 damage: 2d10 + 30 ⇒ (5, 7) + 30 = 42
+2 halberd w/ PA: 1d20 + 5 ⇒ (6) + 5 = 11, damage: 1d10 + 15 ⇒ (9) + 15 = 24

Frantino Kaddren |

Spellcraft: 1d20 + 13 + 1d6 ⇒ (5) + 13 + (6) = 24 to identify the magical darkness
Knowledge local: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (2) = 15 to identify derros
Knowledge religion: 1d20 + 11 + 1d6 ⇒ (12) + 11 + (4) = 27 to identify vampires
Frantino calls out, "There are four small creatures swarming out of the depths, they appear to be derro, underground fey, but also are vampires? And they have some kind of darkness aura." Unless any of his knowledge checks are too low to give out this much information.

![]() |

Hearing the words "fey" and "vampire," Hatfield raises a hand in divine supplication and chants:
"Light's wards now arise,
Foes recoil from holy gifts,
Shield against evil."
(Casting Protection from Evil on Nasir.)

Nasir al-Rafik Kamal |

"To Arms! We are being attacked!"
Nasir readies his shield. With Doc's protection from evil on him, he readies to grab the man with his free hand should the fellow jump toward the ledge where Nasir stands.

GM Derek |

Hearing the words "fey" and "vampire," Hatfield raises a hand in divine supplication and chants:
"Light's wards now arise,
Foes recoil from holy gifts,
Shield against evil."(Casting Protection from Evil on Nasir.)
Are you in the same room? I didn't see a post saying you crawled through the tunnel. Fine if you are.

GM Derek |

"To Arms! We are being attacked!"
Nasir readies his shield. With Doc's protection from evil on him, he readies to grab the man with his free hand should the fellow jump toward the ledge where Nasir stands.
No impact on your actions, but the man is hanging upside down, chained. So... no jumping for him! :)

GM Derek |

[dice=Spellcraft]1d20 + 13 + 1d6 to identify the magical darkness
[dice=Knowledge local]1d20 + 9 + 1d6 to identify derros
[dice=Knowledge religion]1d20 + 11 + 1d6 to identify vampiresFrantino calls out, "There are four small creatures swarming out of the depths, they appear to be derro, underground fey, but also are vampires? And they have some kind of darkness aura." Unless any of his knowledge checks are too low to give out this much information.
They are derros. Derros can cast darkness as a spell-like ability.
Yes, they are vampires. Vampires can spider climb, resist cold and electricity and are resistant to physical damagee that isn't silver.

GM Derek |

I assumed Frantino would be on the ledge pulling on the rope with Nasir. Frantino drops the rope and steps forward to full attack the first derro.
[dice=+2 halberd w/ PA]1d20 + 12, [dice=damage]1d10 + 15
[dice=crit confirm?]1d20 + 12, [dice=x3 damage]2d10 + 30[dice=+2 halberd w/ PA]1d20 + 5, [dice=damage]1d10 + 15
Frantino's spectacular hit immediately destroys the closest vampire spawn. It immediately dissolves into mist that blows away.

GM Derek |

THE CREATURES OF THE PIT!
ROUND ONE
—------------------------------------------------
Doc Hatfield: casts Pro Evil on Nasir
Frantino: drops the rope; swings, crits, destroys vampire
Ezranadir: casts shield
Ayita:
Yazhi:
Nasir: readies to catch the man if Ayita is able to bring him close enough
DERROS: Darkness gives them partial concealment (20% miss chance)
BOLD may go!
STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (54/58hp) || -4hp
Yazhi (50/51hp) || -1hp
Doc (55/64hp) || -9hp ** -2 Wisdom **
Frantino (59/59hp) || ** -1 Wisdom **
Nasir (59/60hp) || -1hp ** -1 Wisdom **

Frantino Kaddren |

Frantino's spectacular hit immediately destroys the closest vampire spawn. It immediately dissolves into mist that blows away.
Phew, I wasn't sure a 20 would confirm the crit!

![]() |

Ayita first uses a swift action to activate the "bat" hunter focus on herself for darkvision 60 (for 1 minute unless I say otherwise.)
I hate when the Paizo site loses a half hour of work on a post for no reason... it happens less often now so I don't expect it. But it still happens!
Ayita moves the carpet up under the man to remove the tension on the chains, hoping she can undo them more easily. She has thieves tools but also an adamantine wire saw.
disable device - undo chains: 1d20 + 17 ⇒ (8) + 17 = 25
Ayita asks Yashi to float just over the man, who is on the carpet now, to protect him while she works on the chains. (free action)
Yazhi is next to the man (vertically) so if a derro gets in range, she has an attack ready.
attack derro if in range: 1d20 + 9 ⇒ (6) + 9 = 15
damage derro: 1d8 + 7 ⇒ (4) + 7 = 11
I put the man, the carpet, and Yazhi all in one square; the intended order from top to bottom is Yazhi 5 ft up; the man is on the carpet.

GM Derek |

[dice=disable device - undo chains]1d20+17
You are successful freeing the man from the chains holding him. He comes to rest on the carpet.

GM Derek |

All three derro vampires scream all at once, "DIE!"
Sound Burst: 1d8 ⇒ 2
Sound Burst: 1d8 ⇒ 3
Sound Burst: 1d8 ⇒ 7
@AYITA Fort DC16 vs stunned: 1d20 + 8 ⇒ (14) + 8 = 22 SAVE
@AYITA Fort DC16 vs stunned: 1d20 + 8 ⇒ (3) + 8 = 11 FAIL
@AYITA Fort DC16 vs stunned: 1d20 + 8 ⇒ (3) + 8 = 11 FAIL
@FRANTINO Fort DC16 vs stunned: 1d20 + 10 ⇒ (20) + 10 = 30 SAVE
@FRANTINO Fort DC16 vs stunned: 1d20 + 10 ⇒ (4) + 10 = 14 FAIL
@FRANTINO Fort DC16 vs stunned: 1d20 + 10 ⇒ (8) + 10 = 18 SAVE
@YAZHI Fort DC16 vs stunned: 1d20 + 7 ⇒ (2) + 7 = 9 FAIL
@YAZHI Fort DC16 vs stunned: 1d20 + 7 ⇒ (1) + 7 = 8 FAIL
@YAZHI Fort DC16 vs stunned: 1d20 + 7 ⇒ (12) + 7 = 19 SAVE
The man on the carpet shakes and the brutal sound waves cause his body to burst at the seams, blood, gore, and broken organs ooze from multiple rips in his flesh. DEAD
Ayita and Yazhi, focused on saving the man, are unprepared for the cacophony unleashed upon them. Stunned for 2 rounds
Frantino is more prepared and manages to cover his ears at the last moment, dropping his halberd. Stunned 1 round
Stunned condition A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

GM Derek |

After being stunned into inaction, Frantino and Ayita notice the derros moving to encircle Frantino.

GM Derek |

THE CREATURES OF THE PIT!
ROUND ONE
—------------------------------------------------
Doc Hatfield: casts Pro Evil on Nasir
Frantino: drops the rope; swings, crits, destroys vampire; stunned 0/1
Ezranadir: casts shield
Ayita: activates bat focus; unchains victim; stunned 0/2
Yazhi: moves; readies attack; stunned 0/2
Nasir: readies to catch the man if Ayita is able to bring him close enough
DERROS: sound burst x3; move
FINAL
STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (42/58hp) || -4-12 = -16hp ** Stunned 0/2 **
Yazhi (38/51hp) || -1-12 = -13hp ** Stunned 0/2 **
Doc (55/64hp) || -9hp ** -2 Wisdom **
Frantino (47/59hp) || -12hp ** -1 Wisdom ** Stunned 0/1 **
Nasir (59/60hp) || -1hp ** -1 Wisdom **

GM Derek |

THE CREATURES OF THE PIT!
ROUND TWO
—------------------------------------------------
Doc Hatfield:
Frantino: no action, stunned 1/1
Ezranadir:
Ayita: no action, stunned 1/2
Yazhi: no action, stunned 1/2
Nasir:
DERROS:
BOLD may go!
STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (42/58hp) || -4-12 = -16hp ** Stunned 1/2 **
Yazhi (38/51hp) || -1-12 = -13hp ** Stunned 1/2 **
Doc (55/64hp) || -9hp ** -2 Wisdom **
Frantino (47/59hp) || -12hp ** -1 Wisdom ** Stunned 1/1 **
Nasir (59/60hp) || -1hp ** -1 Wisdom **

![]() |

Ezranadir reaches into his Handy Haversack and retrieves a scroll of Summon Monster 3, reads it to summon a CR2 Lantern Archon just outside the door to the left. As it appears, he calls out to it in draconic,
It will last 8 rounds and has Darkvision so it can see them.
Ranged Light Ray vs Touch Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Light Dmg bypassing ALL DR: 1d6 ⇒ 6
Ranged Light Ray vs Touch Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Light Dmg bypassing ALL DR: 1d6 ⇒ 5
Ranged Light Ray vs Touch Attack Crit Confirm?: 1d20 + 3 ⇒ (18) + 3 = 21
Crit Confirm Extra Light Dmg bypassing ALL DR?: 1d6 ⇒ 2

GM Derek |

Ezranadir reaches into his Handy Haversack and retrieves a scroll of Summon Monster 3, reads it to summon a CR2 Lantern Archon just outside the door to the left.
Note: summon monster is a one round action. Archon appears on your next turn.
Also, you must have line of sight to the point where the archon will appear.

GM Derek |

Ezranadir reaches into his Handy Haversack and retrieves a scroll of Summon Monster 3, reads it to summon a CR2 Lantern Archon just outside the door to the left. As it appears, he calls out to it in draconic, ** spoiler omitted **
It will last 8 rounds and has Darkvision so it can see them.
[dice=Ranged Light Ray vs Touch Attack]1d20+3
[dice=Light Dmg bypassing ALL DR]1d6
[dice=Ranged Light Ray vs Touch Attack]1d20+3
[dice=Light Dmg bypassing ALL DR]1d6[dice=Ranged Light Ray vs Touch Attack Crit Confirm?]1d20+3
[dice=Crit Confirm Extra Light Dmg bypassing ALL DR?]1d6
Crit confirmed!

Nasir al-Rafik Kamal |

"What was zat?!? Quickly man, jump zis way." Nasir stands ready to catch the man should he come flying in Nasir's direction. Should and enemy with a weapon in hand come within melee range. Nasir5 will attack them. If they do not have an obvious weapon, Nasir will not attack them.

![]() |

Note: summon monster is a one round action. Archon appears on your next turn.
Also, you must have line of sight to the point where the archon will appear.
Right, it is a full round action. Ok. It can see in darkness but I can't. Place it above Nasir and next to Doc. It also has an Aura of Menace that enemies within 20' have to make a Will save at DC13 & those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura.