
![]() |

Dominic lashes out at the shadow twice as he tries to mark the incorporeal being.
Spell Combat with Arcane Mark
Attack (AP, smoke, SC): 1d20 + 6 - 2 - 2 ⇒ (17) + 6 - 2 - 2 = 19
magic damage (AP): 1d4 + 1 ⇒ (1) + 1 = 2
Attack (AP, smoke, SC): 1d20 + 6 - 2 - 2 ⇒ (6) + 6 - 2 - 2 = 8
magic damage (AP): 1d4 + 1 ⇒ (3) + 1 = 4

GM Mauve |

Carlin attempts to blast the shadow but her attack just can't seem to hit.
But, Dominic's whip strikes the shadow true. The shadow is starting to look weaker.
?: 1d2 ⇒ 1
?: 1d20 + 4 ⇒ (2) + 4 = 6
?: 1d6 ⇒ 6
The shadow looks at the bear dog and attempts to touch the beast. Between the distraction of Dominic's whip and Cevrik steering Mr. Dumplington away from the touch, the shadow can't seem to touch him.
==================
Round 6
Dominic
Shadow (-11 HP)
Maud (4 STR damage)
Carlin
Willard
Cevrik
Maud, Carlin, Willard, and Cevrik are up!

![]() |

Maud will take a 5 foot step forward to give flanking to Cevrik, then try to further assist him by distracting the shadow to give him an opening (aid another - +2 attack) while fighting defensively.
melee attack DC10 to aid another (flank, smoke, str penalty, fighting defensively): 1d20 + 3 + 2 - 2 - 2 - 4 ⇒ (1) + 3 + 2 - 2 - 2 - 4 = -2
But between the smoke and the strength damage, she just can't seem to focus and punches toward the fire instead.

![]() |

The Halfling slashes again with the dagger while calling out, "Die already, you undead thing!"
Magical? Dagger: 1d20 + 0 ⇒ (4) + 0 = 41d4 + 0 ⇒ (3) + 0 = 3 plus whatever bonus the dagger has.

![]() |

+2 from flank, not that it will help

![]() |

Arcane energy crackles along the whip's length as Dominic lashes out with it again and again, intent on marking his opponent.
Spell Combat with Arcane Mark
Attack (AP, smoke, SC): 1d20 + 6 - 2 - 2 ⇒ (19) + 6 - 2 - 2 = 21
Magic Damage (AP): 1d4 + 1 ⇒ (1) + 1 = 2
Attack (AP, smoke, SC): 1d20 + 6 - 2 - 2 ⇒ (19) + 6 - 2 - 2 = 21
Magic Damage (AP): 1d4 + 1 ⇒ (3) + 1 = 4

GM Mauve |

With Dominic's whip, the shadow slowly starts to fade. And all is calm in here... but the smoke has started getting into everyone's lungs.
Everyone must make a DC 10 Fortitude save or be sickened for 1d4 ⇒ 2 rounds.
The fire can easily be put out with a create water spell or 1 gallon of water. Though the water will put the fire out, the oily smoke will fill the room causing everyone to have severe coughing fits. There is a chimney nearby that will let the smoke clear after a while.
Beyond the magic dagger, there is a scorched key near the fire.
Also, congrats. That was a CR 3 monster. With the smoke, it made it even harder!

![]() |

Fort: 1d20 + 0 ⇒ (17) + 0 = 17
Coughing, and attempting to cover his mouth with a cloth, Willard says, We should get out of here, this smoke is pretty nasty...
as he looks about for another way out.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7

![]() |

Fort save vs. sickness (mountain-born alternate oread trait): 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Even though she is used to fatigue and sickness from growing up in the mountains, Maud just barely makes it out of the room without giving in to the sickness. She grabs the soot-covered key on her way out of the room, muttering something about losing her prized strength for a dead-end room so this key better be dang important.
Once they are out of the smoke, she will ask if anyone (Carlin) has the ability to heal her strength damage (lesser restoration)?

![]() |

Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7
"Well, that was-" Whatever else Dominic was saying is cut off as he begins to cough violently. The Calistrian begins to turn a odd shade of green and he merely waves at the fire before rushing out of the room.

![]() |

fort: 1d20 + 2 ⇒ (1) + 2 = 3
Well done, ever...Carlin starts to say before she is overcome by the smoke. She coughs for a moment and then takes a drink from her wineskin.
Well, that was unpleasant...had to get rid of the taste of the smoke from my mouth...yuck!
She then looks around at the others.
Maud...are you fine to carry on? Do you need to rest?

![]() |

Maud considers a moment, then replies "What ails me cannot be fixed by a short rest. If we were to stop for the night it might help, a little. But if everyone else is still good I can press on, I just won't be as effective."
If no one has lesser restoration, then I believe ability damage heals 1 point per night, so it will take me 4 days to get back to full strength. Also I have nonlethal damage, but that heals 1 point per hour I think. So how long has it been since I got my nonlethal damage, @GM Mauve?

![]() |

Fort: 1d20 + 2 ⇒ (5) + 2 = 7
Cevrik is overcome by a coughing fit, but still tries to pose heroically the whole time.
When he finally regains control of his coughing, he approaches Carlin, still atop Dumpling of course, and holds out the dagger to her saying, "M'lay, can you tell what manner of enchantment has been placed upon this blade?"
Totally cool with taking a rest for Maud's sake.

Mr. Dumplington |

Fort: 1d20 + 4 ⇒ (4) + 4 = 8
The bear dog also has a hacking, couching reaction to the room which sounds a bit intimidating coming from the gravely voice of this burly creature.
As Cevrik directs him up to Carlin to hand her the dagger, Dumpling nudges at her hand with his muzzle as if trying to get her to scratch his head.

![]() |

I'll see what I can find out... she says, bot not before she scratches Mr. Dumplington behind his ears. We should get you a nice big steak...you'd like that, eh boy?
spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16
Hard to tell right now...I can try again tomorrow...a full night's sleep might clear my head and focus. That smoke didn't help any...

![]() |

Maud is concerned about the fate of Roldare's sister Dimira, lost somewhere 'downstairs,' but will relent to rest if the group is insistent.
"Also, Roldare said something about needing 'the shield and the keys.' I wonder if this key is one of what he was referring to?" and holds up for blacked soot-covered key from the bonfire.

GM Mauve |

The Pathfinders head back to Roldare. He barely notices them return. He's quieter now - no more wailing. And he's sitting in the dark which can't be good for his mental health.
He mutters a few words when he sees the Pathfinders return. "I heard loud noises. Combat. You ok? Find Dinira? Is she ok? Is Dinira ok?"
Throughout the night, the Pathfinder can set up a fire (there is a chimney here so smoke can escape easily) if they want. Nothing seems to jump out at them during the night. Roldare doesn't talk, except to ask about Dinira every now and then.
In the morning, the Pathfinders feel refreshed. Maud feels a bit stronger but not back to her old self. Where do the Pathfinders go now?

![]() |

Sitting in the room and resting for the evening, Dominic and Willard compare magical notes. Thought Dominic's magical theory wasn't on par with the Willard's, he generally is able to follow the man's lines of thinking. They discuss various spells and effects as the fire dwindles, though each is sure to get a good night's sleep.
Take 10 on Spellcraft for a 17 to learn Ray of Enfeeblement from Willard.

![]() |

Maud tries to get a good night's rest, but Roldare's comments make her feel guilty for taking a break. Won't do anyone good if you collapse in the midst of battle, Maud. You're doing your best, that has to be enough. As a matter of habit, she goes through her rock collection before going to sleep, sorting all the new rocks she picked up for the day into their respective categories. She tries to show a few of the more interesting ones to Roldare, in hopes of raising his mood.

![]() |

We had to regroup, Roldare. Maud is feeling ill after a fight with a shadow. Nasty things...suck the life right out of you...a rest is needed. We're heading back out right after breakfast. We'll find your sister...don't worry. the aasimar reassures the shaken man.
spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23
I might have cracked the secret of the dagger... she says after concentrating on it for a moment after having her morning tea.

![]() |

I as a player have no strong preference
Maud thinks stairs probably mean down, and she wants to find Roldare's sister as soon as possible.

![]() |

Stairs go down and then back up, so neither path necessarily screams "basement." While I have no preference either way, Cevrik would blindly follow Carlin's choice, but the rest of the group might want to go with Maud's Rock Girl's choice.

![]() |

For Maud that is a very basic premise, and easily undone by her companions stronger opinions. I'm fine with the door!

GM Mauve |

The Pathfinders, feeling refreshed, leave Roldare again. He's feeling better, but keeps asking about his sister. "You need to find her. I feel it in my bones that she is still alive."
Leaving Roldare, they head north then west to a door they briefly saw. Getting a closer look, they find no door handle, nothing to open the door. It seems like a solid slab of stone (that is obviously a door though).

![]() |

Maud will ask Cevrik for assistance from the bear in trying to push the door open with brute strength (or I can assist, either way)
strength check (str damage): 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19

![]() |

Cevrik checks the door for traps or secret latches before instructing Dumpling to try brute force.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Mr. Dumplington |

And if nothing is found Cevrik instructs the bear to push the door open while the Halfling readies himself to dodge the bear out of the way of any threat...or hide behind him if he's threatened.
Strength Check: 1d20 + 5 ⇒ (12) + 5 = 17
Cevrik's Ride Check: 1d20 + 9 ⇒ (10) + 9 = 19
Sorry, should have written that as "Aid Another for Strength check" since Maud was asking for help. Don't want to change it now, though, as it may change the roll.

![]() |

Cevrik smiles as dashingly as he can manage at Carlin and says, "I will go wherever m'lady commands."
Is anyone else wanting to use the +1 dagger? The masterwork short sword from earlier does Cevrik every bit as much good since he typically only does aid another in melee and he now has magic fang ready in case we encounter another incorporeal beastie.

![]() |

If no one else does, I can hold on to it in case we need another magic answer, but I can't flurry with it so it won't be my first line option
so... stairs or back to the main room?

GM Mauve |

The Pathfinders head back to the main room to examine the other door in the room. They open it slowly. In the center of the room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying, "Magic is the key." The voice fades, leaving a dreadful silence.
Looking down into the pool, at the bottom (about 40 ft deep) are about 100 keys, all nearly identical.