
Your Benevolent Dictator |

@Chamba: I believe Roll With It also negates any on-hit effects.
Sin Pawns are really weak! They die really easy. The fact that Batry's flaming bolts exploded its head has nothing to do with it. (the three of you dealt over double its HP in damage) Nothing else interesting is in the cave, but you see the tunnel keeps going. There's also another side passage.
Let me know where you want to go. Up, Right, or both. Splitting the party's always a good idea, right? XD

Swaggy Sockslayer McFly III |

Nice! On where to go, we could make a standard operating protocol to always go in one direction to speed things up, unless noted otherwise? Could always go right until running out of options for future reference. Would lead us into the side tunnel first, here.

Your Benevolent Dictator |

The side passage leads to a chamber of unknown purpose. Large mounds of rubble lie strewn on its floor. There's a door leading north, though, so that's where you go. On the other side of the door, the floor changes. Now it's tiled and doesn't look like a cave. Up ahead, you see a cool red statue, but there's also another side passage before you can reach it. What to do?
Map's been updated. I know Swaggy suggested always going right, but I'm keeping options open right now since nobody else has chimed in. XD

Swaggy Sockslayer McFly III |

Swaggy pauses near the statue thing to give it a closer look.
"Pretty statue nice and tall, even makes Swaggy feel like small!"
"Even if it's hard to miss, can't help wonder what it is?"
knowledge (any, have same bonus on all): 1d20 + 4 ⇒ (16) + 4 = 20
knowledge (any, have same bonus on all): 1d20 + 4 ⇒ (8) + 4 = 12
Momentarily, Swaggy's spotlight flares up from the sky and it seems as if a chorus of wise voices could be heard, advising Swaggy from beyond the sky! ...Er, roof!
Swaggy's Hedgewitch ability for the shaman path allows him to roll all knowledge checks twice.

Chambawamba |

Always going right is fine with me, especially if it keeps us on track and moving forward.
'Wamba wobbles forward. "Looks like a real floor! Maybe this is more Sandradeepoints under town? Seems really old. Tribe could move here if no one else lives here."

Your Benevolent Dictator |

The statue is carved from red marble and looks like a really mad ladyshanks. She looks even angrier than that time someone stole Chief Gutwad's jar of pickles! She's holding a big book with a weird seven-pointed star on the cover and has a really nice ranseur in the other hand.
If you're interested, the Medium MW ranseur can be looted, but it involves damaging the statue slightly. If you do decide to grab it, it can also be sold for 400gp.
--------------------------------------------------------------------------
Map's been updated. Moving on to B4.
There's a little pool of water in this room. The rim is lined with skulls. This would be a cool place to take a bath! if goblins were into cleanliness and proper hygiene, that is.

Swaggy Sockslayer McFly III |

"More loot is always good! Grab book and spear, then get outta here, I'd say." He motions to two of his troop to grab the two items from the statue, not particularly caring about damaging it.
Swaggy himself looks intrigued at the pool, peering in to see if there was some treasure at the bottom!

Your Benevolent Dictator |

The book is part of the statue - just skillfully-carved stone. The ranseur's good to grab, though. XD
There's no treasure in the pool ... unless you count the creepy head with bat wings that flies up and screams loud enough to wake the dead.
The entire party: Fort 12 vs paralysis 2d4 rounds. Nobody has Know:planes, so no info's available. If you pass the save, you can act normally, as combat has now begun.

Swaggy Sockslayer McFly III |

Swaggy's fort save vs paralyze: 1d20 + 1 ⇒ (12) + 1 = 13
Swaggy's Troop Save vs paralyze: 1d20 + 4 ⇒ (8) + 4 = 12
The luck is real O_o.
"Did that pool just grow a head!?"
"Wait, it's just a bat."
"All by itself, that's kinda sad."
"Still, better make it dead!"
Intimidate check on init roll to demoralize: 1d20 + 9 ⇒ (17) + 9 = 26
Can't see anyone on the map so don't know positions, but if only Swaggy and his troop are alone in the room he activates his war totem and flame aura and 5-ft steps backwards. He will use his standard and 1 spherepoint to upcast destructive blast.
destructive blast, +6 vs ac: 1d20 + 6 ⇒ (16) + 6 = 22
damage, also if hit reflex save DC 14 or catch fire for 1d6 damage/round: 2d6 + 1d4 + 2 ⇒ (5, 3) + (4) + 2 = 14
Afterwards, his troops clear out their ears and also advance!
troop attack damage: 1d6 + 1d4 + 2 ⇒ (4) + (4) + 2 = 10

Chambawamba |

Chambawamba blinks!
Fort save: 1d20 + 5 ⇒ (4) + 5 = 9 (Can I expend her martial focus to treat the roll as 13 instead? I forgot about that until after I posted, but I don't see anything that says I have to do it before rolling...)

Chambawamba |

As soon as she's got her brain under control, 'Wamba chugs a bit of alcohol to settle her nerves, and then lunges at the creature.
Double chug to increase her drunk status to Tipsy.
Bite attack, Power Attack: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
B/P/S damage, Power Attack: 1d4 + 4 + 3 ⇒ (4) + 4 + 3 = 11
If the creature is surprised, +2 damage
If the creature is flatfooted, Sneak attack: 1d6 ⇒ 6

Your Benevolent Dictator |

Swaggy and his gang beats on the bat thing, but it's surprisingly tough. Bloody but unbeaten, it flies toward Chamba. Dodging her lunge, it puckers its disgusting lips and tries to kiss her!
Kiss vs Touch AC: 1d20 + 5 ⇒ (1) + 5 = 6
If this hits, I need a Fort DC 16 vs disease.
EDIT: That's a good time for a nat 1. HERE'S what you avoided. XD

Swaggy Sockslayer McFly III |

Wow. That is a ROUGH ability on a level 2 creature! Also think Chamba either forgot the 1d4 fire damage and/or the +2 morale bonus to damage? Might just help!

Batry Big Ears |

Fort save Batry: 1d20 + 4 ⇒ (3) + 4 = 7
Also expending focus for the 13, like Chamba
Fort save Snookums: 1d20 + 4 ⇒ (14) + 4 = 18
For ease I just put Batry's tile on the map, but he's still riding Snookums
The unearthly shriek causes Batry to shiver, though luckily he was just a shoulder and head shake away from clearing it.
Snookums on the other hand doesn't seem bothered at all, as if she didn't even properly register it.
Batry then aims at the flying head thing and fires but the shriek clearly did bring him off balance.
Standard Shoot at the Varg-thingy
Attack: 1d20 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11
I completely forgot my Point-Blank functionality from Barrage sphere before
Snookums just stays put, not much she could do at the moment anyway.

Swaggy Sockslayer McFly III |

Did the bat make its reflex save dc 14 vs catching on fire last round?
"Come on, guys! Gonna turn it into bat fries!"
"Just up the heat and feel the beat!"
Swaggy activates inspire courage +1 to have all his buffs active (IC +1, +2 morale to damage, 1d4 fire to damage)
Then, his troop attacks!
troop attack damage: 1d6 + 1d4 + 4 ⇒ (4) + (4) + 4 = 12
Swaggy himself will 5ft step withdraw and use his rally on any low attack roll.
Aid another: 1d20 + 5 ⇒ (14) + 5 = 19
The first ally to roll a 10 or below on the d20 attack roll gets +2 to the attack as Swaggy will use his War Sphere base power as an immediate action.

Chambawamba |

'Wamba cackles to herself and downs another swig of liquor before stepping behind and launching herself again at the floating-head-thing.
(Potion Glutton can drink without provoking as swift action, five foot step.)
Bite attack, Power Attack, flanking, bard, Soused: 1d20 + 7 - 1 + 2 + 1 ⇒ (14) + 7 - 1 + 2 + 1 = 23
B/P/S damage, Power Attack, bard, Soused: 1d4 + 6 + 3 + 3 ⇒ (1) + 6 + 3 + 3 = 13
Sneak attack precision damage: 1d6 ⇒ 6
Swaggy's fire damage: 1d4 ⇒ 2
(As a free action, she can expend a level of drunkenness to deal maximum damage with her attack, from Drunken Boxer, which adds 3 more damage.)

Your Benevolent Dictator |

As it turns out, trying to kiss someone who likes to bite faces is a pretty bad idea. The demon thing doesn't stand a chance.
--------------------------------------------------------------------------
Continuing through the door on the other side of the water, you find a flight of spiral stairs that winds upward ... and stops in a pile of debris. That's why old places can't be trusted: eventually they collapse. Looks like you'll have to explore somewhere else.
Options are the door north of the red statue or the first side passage you skipped at the beginning of the dungeon.

Swaggy Sockslayer McFly III |

When the enemy is downed, Swaggy walks over to Chamba and asks the most serioustess questioning. "Chamba, Swaggy have to ask. How does demon bat taste, and can you wash it with a flask?"
Then, after looking in the pool again and feeling around just in case there was something beneath stinky bat figure's lair, Swaggy considers the next course of action. "Hm. I say we go sideways! All good plans go that way, or so Batry say, right!?"

Chambawamba |

'Wamba shrugs with a toothy grin. "Taste kind of like longshanks. But shorter, and more, um, like outside?" She imagines she can fly after eating the floating head, and jumps a bit as they move on.
She looks idly around for hazards as they travel, checking the doors for obvious tripwires and the floor for tracks.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Swaggy Sockslayer McFly III |

"Like longshank, but shorter? Like... shortshanks?"
Somehow, the mental image of all the shortshankes being shanked and burned back in Sandypoint came up to him and it seems even less fun than last time. None of them could find back. Was like kicking baby goblins from a cliff before they could walk. "Ok, thanks." He gives her what is hopefully a convincing smile of his own and looks around for a distraction.
"Hm. Altar in the gloomy room. Maybe there is a treasure I could miss?"
He walks up the the altar and starts examining it, checking for loot. He then tests if it could be moved and if there were hidden compartments. Or even better: hidden buttons they could then press!
perception: 1d20 + 6 ⇒ (13) + 6 = 19
If he can't find anything, he simply suggests checking out the door to the southeast as the only other thing of interest here.

Your Benevolent Dictator |

There's nothing interesting in the room, and you're too smart to drink the nasty water, so you open the other door. On the other side, you find a gigantenormous room with spiky runes on all the walls. There are two pools in the room. One is big and in the middle of the room. It has a ring of shiny longshank skulls around it. The other is a triangle in the back of the room. It's bubbling and looks sort of like lava! But the room's really cold, so that can't be right. This place is so weird!
Flying over the weird cold orange lava pool is another bat demon thing! This one has arms and legs and a body, though. Maybe the other one was screaming so much because its body and stuff got lost. Who knows? Such a mystery. Anyway, the whole demon lady screams too - but it's words that sound like they would hurt your throat if you tried to copy them. Then she cuts her wrist with a tiny dagger. When her blood hits the weird pool, the lava water stuff turns dimmer, and a Sin Pawn steps out!
Thus starting combat. You're up. XD

Swaggy Sockslayer McFly III |

Initiative, because that activates his noble rapper skill: 1d20 + 6 ⇒ (2) + 6 = 8
"Hah! I see what's going on here!"
"They see Swaggy appear And slit their wirsts in fear!"
"But ice-cold raps are still gonna reach your ear!"
"Fool!"
"So angry batlady, I understand!"
"I'd also be upset"
"If Mom locked ME in the basement instead!"
"Though with how you look, blame her I cant!"
intimidate: 1d20 + 8 ⇒ (7) + 8 = 15
He then fires his spotlight on this worthy(?) opponent!
attack, irriadiating glow on batlady, 1 SP, Vs touch: 1d20 + 6 ⇒ (9) + 6 = 15
Swift action assist self, war sphere base power, attack vs dc 10: 1d20 + 6 ⇒ (16) + 6 = 22
Adds +2 so touch ac 17 vs batlady (unsure if she has cover). If it hits, batlady and sin pawn fort save dc 14 or nauseated one round, save = instead sickened one round. Radiation effect is 20 foot attached to batlady and requires a save each round for 1 minute.
Swaggy uses his move action to activate war totem for +2 damage. His troop, meanwhile, walks into the room, cannot reach anything and uses the guardian sphere's base ability on the demon batlady. She has +2 to attack Swaggy's troop but -2 to attack everyone else.

Batry Big Ears |

Batry just nodded at Swaggy's comment about things going sideways. When they then arrived at the other room he grins, "Now plan has gone sideways twice."
He then takes aim at the bat lady and lets loose several bolts in quick succession.
Standard Barrage. Any attacks that hit have their damage added before damage reduction is applied
Attack 1: 1d20 + 4 ⇒ (11) + 4 = 15 Damage 1: 1d8 + 2 ⇒ (4) + 2 = 6
Attack 2: 1d20 + 4 ⇒ (15) + 4 = 19 Damage 2: 1d8 + 2 ⇒ (2) + 2 = 4
Snookums meanwhile just moves them both a little closer to the combat.
Snookums
Move further into the room.
They are now under the troop on the map

Chambawamba |

Wamba giggles as Swaggy wrestles with classifying their enemies based on taste, then whoops as battle is joined! Her head clears slightly, the alcohol in her system strengthening her. (Had A Few for 3 temp hp as free action) She runs forward toward the stairs and tosses a little jar of liquid at the woman. The bomb explodes with a loud BANG!
Cherry bomb, vs touch AC, 2nd range increment: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
Bludgeoning damage, war totem: 1d4 + 2 ⇒ (1) + 2 = 3 (Splash damage 3.)

Your Benevolent Dictator |

Fort DC 14: 1d20 + 3 ⇒ (6) + 3 = 9
Swaggy MSB DC 13: 1d20 + 2 ⇒ (19) + 2 = 21
Fort DC 14: 1d20 + 3 ⇒ (14) + 3 = 17
Direction: 1d8 ⇒ 7
Swaggy drops some sick beats that leave both the bat lady and the sin pawn feeling ... sick. Bat lady seems more affected, though. Either she's more intelligent (and thus more pained by the lack of rhymes in the second stanza) or the sin pawn is partially resistant to magic (it has Spell Resistance in case anyone tries casting anything else). Batry fires a pair of bolts from Tiffany. The first one misses, but the second connects - and fails to pierce bat lady's skin. Chamba's throw is way off-target, but luck is with her. It ends up landing at the feet of the sin pawn!
Bat lady is too sick to do anything at the moment, but the sin pawn charges Chamba and tries to bite her face!
Attack: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6 Damage: 1d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5
If that hits, Will DC 16 vs sickened for 1d6min
--------------------------------------------------------------------------
Your turns
Bat Lady: challenged (troop), glowing 1min, nauseated 1rd
Sin Pawn: 3dmg, demoralized 1rd, sickened 1rd

Swaggy Sockslayer McFly III |

"Sorry Y'all for the lack of Rhyme,"
"Us rappers, always be short on time."
"Can never rehearse a verse."
"Such be will of universe."
"Now, best gobbo's of mine,"
"More of Swaggy's dulcet voice, laced with lime!"
"Except for batlady. She wayyyy outta line."
Swift action: activate fire aura, allies do +1d4 fire damage. Move action: move inside 30 feet range to batlady. Standard: Blackened curse on Bat Lady (1/4 uses for the day). Free action: spend 1 SP to allow irradiance glow to persist for 2 minutes without concentration. (35 feet radius from batlady, so it includes his troop, Swaggy and Chamba). I'm not sure when Swaggy has to make his own save vs Irradiance if he moves in during his turn. If it is the same turn then he activates his Martial Focus to automatically make the save (gets 14 = the DC).
Irradiance (light)
Your glow sheds ionizing radiation along with visible light. When you cause a target to glow you may choose to make it sickened, giving it a -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
By spending a spell point to create bright light you can increase the intensity of the radiation. All creatures in the area of this bright light must succeed at a Fortitude save or be nauseated for one round. They must attempt this saving throw each round they are within this area. Creatures that succeed on their saving throw are still sickened for that round.
Path Power: As a standard action, the black magician may curse a target within 30 feet. She may bestow a number of curses in a day equal to 3 + 1/2 her hedgewitch level. Targets may attempt a Will save (DC 10 + 1/2 her hedgewitch level + her casting ability modifier) to negate the curse. As a curse, only effects such as the Break Enchantment talent or spells like remove curse can remove a curse before its duration ends, and treat the black magician’s class level as her caster level for the purpose of removing one of her curses. The black magician may always dismiss her own curses as a free action.
At 1st level, she may give a target a -2 penalty to attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to her casting ability modifier.
Hope this comba works for forced fort save vs nauseated on batlady with a -4 penalty for at least 3 rounds! (?)
Meanwhile, his troop (some of which looking uncertainly at Swaggy for missing some rhymnes) simply engages the sin pawn!
They also use martial focus and automatically save vs Irradiance. Sunglasses up, Ho!
damage: 1d6 + 1d4 + 2 ⇒ (6) + (1) + 2 = 9

Chambawamba |

Chambawamba dodges the sin pawn and rushes the bat lady, climbing up onto her back and holding on for dear life!
Acrobatics check (tumble) vs enemy's CMD: 1d20 + 13 ⇒ (10) + 13 = 23
Athletics check (climb) vs enemy's CMD: 1d20 + 20 ⇒ (6) + 20 = 26
Once perched, she draws her flask and swigs a gulp of spirits.

Your Benevolent Dictator |

Sorry about the slight delay. I completely forgot about the virtual conference I'm attending this weekend. XD
Will: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
Fort: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Fort: 1d20 + 3 ⇒ (6) + 3 = 9
Both bat lady and the sin pawn are affected by the glow of Swaggy's awesomeness! It's very obvious that they can't handle his sick beats. This makes it easy for Chamba to run underneath bat lady, grab her legs, and climb on top of her. She groans under the goblin's weight and struggles to remain aloft. If Chamba doesn't get off, she may end up dropping bat lady into the weird orange pool!
Your turns
Bat Lady: challenged (troop), glowing 1min, sickened 1rd, nauseated 1rd
Sin Pawn: 12dmg, nauseated 1rd, sickened 1rd

Swaggy Sockslayer McFly III |

Just a friendly reminder to everyone that Swaggy's spotlight on the batlady has a 35 foot radius and does not appear party friendly, so you may wanna save and/or back off :')
The below save is only rolled if Swaggy had to expend his martial focus last turn upon moving into Batlady's iiradiance glow. If his save is instead at the start of his turn only (unclear to me), he instead expends his martial focus to make the save. Same counts for his troop.
fortsave, Swaggy, if needed: 1d20 + 1 ⇒ (11) + 1 = 12
fortsave, troop, if needed: 1d20 + 4 ⇒ (8) + 4 = 12
K, I'd need to know when the save vs Irradiance occurs if moving into an already active irradiance. If it doesn't occur instantly swaggy and his troops have their turn, otherwise they don't. Full description in previous post, relevant description here: "All creatures in the area of this bright light must succeed at a Fortitude save or be nauseated for one round. They must attempt this saving throw each round they are within this area."

Your Benevolent Dictator |

I believe the effect (and thus the saving throw) happens at the end of the caster's turn.
When augmenting a glow effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a glowing object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.
You may choose to apply the effects of (light) talents at any point during your turn as a free action instead of only at the end of your turn. You may still only apply the effects of (light) talents once per round.
EDIT: This means you can move into the area and act normally, but if you're still there at the end of your turn, you'll need to save.
EDIT2: This also means Chamba will need to roll to see if she can act next round since she ended her turn in the affected area.
Chambawamba |
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Fort save DC 14 vs Irradiate: 1d20 + 5 ⇒ (19) + 5 = 24
'Wamba is merely sickened by the radiation.
Whooping and hollering while riding on the head of the creature, 'Wamba hangs on with one hand and knocks back another drink. (Swift action Potion Glutton, this makes her Soused. Sickened now provides a bonus rather than a penalty!)
Leaning forward, she chomps down hard on the creature's ear. (Standard action attack. As a free action, she uses Drunken Boxer to deal max damage.)
Bite attack (Soused), Power Attack, sickened vs flat-footed: 1d20 + 7 - 1 + 2 ⇒ (17) + 7 - 1 + 2 = 25
B/P/S damage (Soused), Power Attack, sickened, Drunken Boxer: 4 + 6 + 3 + 2 = 15
Sneak attack: 1d6 ⇒ 6
She is a little surprised at how much that exertion took out of her, and she draws out another flask to restore some of her spirits with spirits. (Double Chug as a move action, returning her to Soused and giving a +1 to saves.)
Fortitude DC 14 save vs Irradiance, sickened, Double Chug: 1d20 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15

Swaggy Sockslayer McFly III |

Ok, thanks!
Swaggy, feeling quite good over his vocally ill fire, moves back and starts beatboxing at the beat of Chamba eating chunks out of the batlady! He also trows the spotlight to batry to try and be just as awesome!
...Even if he didn't feel that well either!
move back, start inspire courage +1, swift: War sphere aid another on Batry's next attack that is a 12+ on the roll.
aid another, IC+1, Sickened: 1d20 + 6 + 1 - 2 ⇒ (5) + 6 + 1 - 2 = 10
Swaggy's patrol, seeing the effect of their Idol's sickening beats, takes the initiative and attacks the Sin Pawn!
damage: 1d6 + 1d4 + 1 ⇒ (5) + (3) + 1 = 9
Since the troop is sickened, their sicken and Swaggy's war totem cancel out their damage penalty/effect.
...However, at the end of their turn, they feel really unwell and become nauseated! Probably not the best smell in here, with 25-ish goblins throwing up at once...

Batry Big Ears |

Slightly surprised by the light show Batry is very happy to be outside it's radius. Snookums appears to feel the same way and let's out an annoyed huff.
Then, seeing Chamba busy chewing on the flying menace, Batry takes aim at the sin pawn. He then lets loose another barrage.
Standard Barrage attack on the sin spawn. Damage is added up before applying any DR
Attack 1: 1d20 + 6 + 1 - 2 ⇒ (9) + 6 + 1 - 2 = 14 Damage 1: 1d8 + 1 + 1d4 ⇒ (3) + 1 + (2) = 6
Attack 2: 1d20 + 6 + 1 - 2 ⇒ (13) + 6 + 1 - 2 = 18 Damage 2: 1d8 + 1 + 1d4 ⇒ (7) + 1 + (3) = 11

Your Benevolent Dictator |

Fort: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
Batry and Swaggy's posse finish destroying the sin pawn. Yay! Meanwhile, Chamba starts trying to eat the bat lady. She doesn't taste very good, but that's probably just because of the 'Spotlight of Sickness' (patent pending). Interestingly, bat lady's ear starts to grow back. She's healing herself somehow!
You're up.
Bat Lady: 14dmg, challenged (troop), glowing 1min, sickened, nauseated 1rd

Swaggy Sockslayer McFly III |

Swaggy ends his song! And it lingers for 2 rounds due to lingering flourish.
"Batlady, why you even try."
"Against thirty fly gobs, it's time to DIE."
Swaggy moves back into Radiance, uses a spell point to cast greater Fear Charm on her, willsave DC 14 or Shaken+frightened for 2 rounds. On succesful save, only shaken for 2 rounds.
Fortsave: 1d20 + 1 ⇒ (7) + 1 = 8
Swaggy is so Ill, sometimes he sickens himself. But perhaps that was just a Psyche to show how badass he truly was!?
Meanwhile, his troop withdraws to get their bearings.
Ends nauseation on the troop.

Chambawamba |

Chambawamba hangs on for dear life, her eyes shining in the sickening glow.
Fortitude DC 14 save, sickened, Double Chug: 1d20 + 5 + 2 + 1 ⇒ (11) + 5 + 2 + 1 = 19
She frowns at the regenerating ear. Instead of chomping on it again, she instead nips it to mark the creature.
(Swift action Marked Target, on success target is battered and gets -1 Perception.)
Bite (Soused), touch attack, flatfooted: 1d20 + 7 ⇒ (4) + 7 = 11
Then 'Wamba reaches around the front of the bat lady monster and cruelly sticks her fingers into its eyes, giggling.
(Standard action dirty trick maneuver to blind.)
CMB (dirty trick) vs flatfooted: 1d20 + 6 ⇒ (18) + 6 = 24

Chambawamba |

(Oh, I forgot to note that because of Chambawamba's Playing Dirty talent, it takes a standard action to remove the blinded condition, assuming she succeeded. Also the battered condition says that it gets a -2 to CMD and cannot take attacks of opportunity, and that condition lasts for 1 round if it hits.)

Batry Big Ears |

Batry smiles as the sin pawn goes down and turns his focus back on the regrowing bat lady. Once more he unleashes a barrage in hopes of skewering her.
Neither he nor Snookums moves closer, not wanting to enter the lightshow.
Standard Barrage at the bat lady. Damage is added up before DR
Attack 1: 1d20 + 6 + 1 - 2 ⇒ (11) + 6 + 1 - 2 = 16 Damage 1: 1d8 + 1 + 1d4 ⇒ (3) + 1 + (2) = 6
Attack 2: 1d20 + 6 + 1 - 2 ⇒ (11) + 6 + 1 - 2 = 16 Damage 2: 1d8 + 1 + 1d4 ⇒ (6) + 1 + (3) = 10

Your Benevolent Dictator |

Will: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Fort: 1d20 + 3 - 2 - 2 ⇒ (8) + 3 - 2 - 2 = 7
Swaggy scares, Chamba cheats, Batry barrages ... Demon dies.
Bat Lady: 25dmg, challenged (troop), glowing 1min, shaken 2rds, sickened, nauseated 1rd, blind 2rds
Loot
T cold iron returning dagger
Tiara (worth 50gp)
Black silk gown [ooc](worth 25gp)

Swaggy Sockslayer McFly III |

The moment the batlady falls, Swaggy dismisses the light. Too much of a good thing could be bad, after all, and he didn't want fellow gobs to buckle under the spotlight's weight!
"All right, Flawless Victory!"
He high fives Batry, then slightly nervously, Chamba too!
"Um... Licktoads, search the room. With me!" he quickly adds.
Since there isn't a time pressure Swaggy and his troop will open the door to let our the barf smell and take 20 to search the room for sneaky stuff! But if they don't find anything he will suggest heading back up north, deeper into the tunnel.
Then he spots the crown. "Oooh! Sort of Crown, can Swaggy take for bling's sake!?"

Your Benevolent Dictator |

The quasit was the boss of this section, and there's only two other rooms with creatures. I'll reveal the rest of the map to save time.
B6
This large chamber looks like a jael or something like where you put people who break the rules. There's a couple more sin pawn keeping watch, but none of the skeletons in the rooms with bars move around, so that seems unnecessary. (I'll handwave this fight since they aren't particularly difficult to defeat)
B7
There's some cool stuff in here! Like a sphere cage with spikes on the inside. And a star frame with hooks. And a big table covered in straps and a wheel that clicks when you turn it.
B8
There's a bunch of books in this room. Or piles of dust that used to be books, anyway. There's also three little rooms with weird skeletons inside. One has three arms, one has a GIANT head, and one has tiny little baby legs.
Loot: Scroll - flaming sphere (CL 5)
B9
This room's cold and has a bunch of holes in the floor. Not safe! Especially because each hole has a zombie in it. There's also a REALLY WEIRD GOBLIN who seems more than a little crazy. (he's supposed to be the miniboss, but since you're a party of gobbos, this isn't necessarily a combat encounter)
B10
There's stairs here that go down, but they're blocked off by rubble.
B11
This room is a sphere that makes things inside float - even you! The walls are red metal covered in scratchy runes that keep changing every time you look away. There's also a book, a bottle of wine, a dead raven covered in maggots, and a metal stick with a forked tip.

Chambawamba |

'Wamba has an inordinate amount of fun in B7 and B11, poking everything and cackling, before they reach B9. She is surprised to find another goblin here, since they have been fighting all of these undead and sins pawns, and she is curious what he is up to, so she doesn't leap in with her teeth chomping as is usual for her.

Your Benevolent Dictator |

The weird goblin raises its weapons threateningly at the sound of your approach but stops in surprise when you make your appearance. "Wah! Who be yous? Here to serve Queen Mother like Koruvus? Can't have her! I be her favorite!"
Knowledge(history) or Lore(goblins) might give some insight, but I don't think anyone has either skill.

Swaggy Sockslayer McFly III |

"Wooooow! Check out how cool that goblin is!
With a third arm like that, he's hard to diss.
If anyone knows this land, he can definitely lend a hand!
Swaggy knows he isn't favorite of Mother,
You can have title - he won't even bother!
So tell me fellow gob, what are you doing here?
We don't have much time before we disappear."
Swaggy compliments the other gob on his badassery and simply asks what he's doing here. And since he's convinced the Mother doesn't like him that much, he didn't particularly feel like battling him for who was momma's boy.

Chambawamba |

'Wamba wrinkles her brow and watches the three-armed goblin with distrust. Queen Mother? she thinks. Who ish that? Not Lamashtu, shounds like, uh, what'sh the word? Pershon, thingy. Like Korovush, whoever that'sh shupposhed... uh, to be.

Batry Big Ears |

Batry just leans back on Snookums while Swaggy does most of the talking. Still, he keeps Tiffany locked and ready in case it's needed.
Snookums huffs, clearly not impressed by the three armed goblin. Clearly to Batry at least.