
Mauro Ocela |

Mauro and his skeleton continue to move about casually as Becky converses with the desk, slipping into positions where they will be able to flank it if needed...
@ Ventiine, I have put a red border around what I think is supposed to be the desk that is talking; if I have the wrong thing on the map, please move said red border to the talking desk, and I will adjust where Mauro and his skelebot have moved...
@ Party, this bluff is cool, but unless it starts giving up more info... This thing appears to be alone in this ruined watchtower and is now surrounded by opponents; do we want to switch tracks to intimidation?
Moved by sudden paranoia, Mauro's eyes rake the room (including the ceiling), wondering if this strange talking desk has allies (or maybe a ventriloquist hiding in a corner...)
Perception: 1d20 + 7 + 3 + 1 + 2 + 3 ⇒ (17) + 7 + 3 + 1 + 2 + 3 = 33
7 rank +3 trained +1 wis +2 racial +3 Skill Focus

Becky Beys |

This thing appears to be alone in this ruined watchtower and is now surrounded by opponents; do we want to switch tracks to intimidation?
Becky does NOT want to switch to Intimidate, mainly 'cause she's a wimpy little pipsqueak. She's only maintaining her Bluff so everyone else can attack the thing, hopefully with surprise!

Talath Na'El |

Talath has neither Bluff nor Intimidate and Becky has the creature talking. He's waiting to see what the rest of the party does.
Unsure how aware the creature is of its surroundings and what everyone is doing, Talath attempts to do as little as possible.

GM Ventiine |

✦ The Watchtower (A1) * ˚ ✦
The rest of the party stands around as Becky smoothly bluffs to the sentient desk.
Becky, please make another Bluff check.
Sense Motive (Becky's DC): 1d20 + 16 ⇒ (3) + 16 = 19
Mauro, yes the brown rectangle is Karnas.
You all can leave, Surprise Round attack the desk, keep talking to it, or rest here. Lots of options. Right now it things you all are faceless stalkers.

Becky Beys |

Becky falls silent, wondering what the others are planning to do about this problem.
Becky Beys Bluff Check: 1d20 + 7 ⇒ (8) + 7 = 15 Ruh-roh!

Mauro Ocela |

Sense Motive: 1d20 + 7 + 3 + 1 ⇒ (17) + 7 + 3 + 1 = 28
7 rank +3 trained +1 wis

Mauro Ocela |

Mauro, well experienced with Becky, realizes that she's run out of words... He swings into action immediately, both he and his minion stepping up to attack!
Surprise Round - standard action only
Skeleton 5' step (to flanking position) and attack
Mauro 5' step (to flanking position) and attack
Skeleton, to Hit, claw: 1d20 + 7 + 2 + 2 ⇒ (11) + 7 + 2 + 2 = 22
+7 bab +2 str +2 flanking
Skeleton Damage, Claw: 1d4 + 2 + 3 ⇒ (4) + 2 + 3 = 9
+2 str +3 occultist
Mauro to Hit : 1d20 + 7 + 5 + 1 + 2 ⇒ (9) + 7 + 5 + 1 + 2 = 24
+7 bab +5 str +1 enhancement +2 flanking
Mauro Damage, Ranseur: 2d4 + 7 + 2 + 1 ⇒ (1, 1) + 7 + 2 + 1 = 12
7 str* 1.5 +2 Champion spirit +1 enhancement

GM Ventiine |

Asher: 1d20 + 6 ⇒ (7) + 6 = 13
Becky: 1d20 + 3 ⇒ (8) + 3 = 11
Crispin: 1d20 + 2 ⇒ (2) + 2 = 4
Mauro: 1d20 + 2 ⇒ (20) + 2 = 22
Talath: 1d20 + 2 ⇒ (13) + 2 = 15
Karnax: 1d20 + 6 ⇒ (10) + 6 = 16
✦ The Watchtower (A1) * ˚ ✦
The lip of the table seems to furrow as Becky says something that seems off. Then, Mauro and his skeletal servant strike out at Karnax while the table is flatfooted!
The sentient table roars, preparing to retaliate!
In Round 1, after Mauro, Karnax turns to face Becky but the skeletal servant is in the way! The table slams into the undead!
Slam (Attack): 1d20 + 17 ⇒ (1) + 17 = 18
Slam + Adhesive (Damage): 1d10 + 10 ⇒ (1) + 10 = 11
Slam attack is bludgeoning damage.
Round 1
Mauro 22
Karnax 16 (19 damage)
Talath 15
Asher 13
Becky 11
Crispin 4
Bold may act!
Mauro, what is the HP and AC of your skeletal servant?

Mauro Ocela |

AC 18 = 10 +2 Dex +2 natural +2 MW Chain shirt
HP 18/29

GM Ventiine |

Please make a Reflex DC17 Reflex save for melee attacks hitting the desk. If you fail the save, the melee object is stuck. A successful Strength DC17 check is needed to pry objects off the table. A strong alcohol or universal solvent can also dissolve the adhesive contact.

Mauro Ocela |

Reflex: 1d20 + 2 + 3 + 2 ⇒ (10) + 2 + 3 + 2 = 17 vs dc 17
+2 Occultist +3 Dex+2 Resistance

Mauro Ocela |

Mauro almost gets his Ranseur stuck, but manages to yank it free for the next swing...

Mauro Ocela |

Mauro and his skeletal servant continue to assault the "desk"...
Full attack skeleton
Full attack Mauro
Mauro to Hit A: 1d20 + 7 + 5 + 1 + 2 ⇒ (8) + 7 + 5 + 1 + 2 = 23 vs ?grappled? opponent (-4 dex)
+7 bab +5 str +1 enhancement +2 flanking
Mauro Damage A, Ranseur: 2d4 + 7 + 2 + 1 ⇒ (4, 3) + 7 + 2 + 1 = 17
7 str* 1.5 +2 Champion spirit +1 enhancement
Reflex if I hit, A: 1d20 + 2 + 3 + 2 ⇒ (7) + 2 + 3 + 2 = 14 vs dc 17
+2 Occultist +3 Dex+2 Resistance
Mauro to Hit B : 1d20 + 6 + 5 + 1 + 2 - 5 ⇒ (16) + 6 + 5 + 1 + 2 - 5 = 25 vs ?grappled? opponent (-4 dex)
+6 bab +5 str +1 enhancement +2 flank -5 iterative
Mauro Damage B, Ranseur: 2d4 + 7 + 2 + 1 ⇒ (2, 1) + 7 + 2 + 1 = 13
7 str* 1.5 +2 Champion spirit +1 enhancement
Reflex if I hit, B: 1d20 + 2 + 3 + 2 ⇒ (11) + 2 + 3 + 2 = 18 vs dc 17
Skeleton, to Hit, claw A: 1d20 + 7 + 2 + 2 - 2 ⇒ (19) + 7 + 2 + 2 - 2 = 28
+7 bab +2 str +2 flanking -2 grappled
Skeleton Damage, Claw A: 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8
+2 str +3 occultist
Skeleton, to Hit, claw B: 1d20 + 7 + 2 + 2 - 2 ⇒ (1) + 7 + 2 + 2 - 2 = 10
+7 bab +2 str +2 flanking -2 grappled
Skeleton Damage, Claw B: 1d4 + 2 + 3 ⇒ (1) + 2 + 3 = 6
+2 str +3 occultist
Effective Skeleton AC 16 = 10 +2 Dex +2 natural +2 MW Chain shirt
Skeleton HP 18/29
Mauro's Ranseur got trapped after the first hit, so he doesn't get his iterative attack

Talath Na'El |

Talath gives Asher some of Desna's famous luck!
"Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."

Becky Beys |

Becky lets out a frightened squeak when she sees just how big the giant mimic is. That brief exclamation is followed by everything she knows about the creatures, including, "BIG mimic! Aberration! Kill it, Asher!"
After fortifying her allies with her Naturalist ability, the bard lets out another screech, but no sound comes from her lips!
Naturalist (mimic) as a move action; cast ear-piercing scream
(defensively) as a standard action.
Becky Beys ear-piercing scream sonic damage (mimic): 3d6 ⇒ (1, 5, 1) = 7
Fort DC 13 or dazed for 1 round plus full sonic damage; no daze and half damage on a successful save.
Becky Beys Concentration Check (casting defensively): 1d20 + 9 ⇒ (11) + 9 = 20
Bardic Performance (Naturalist--Mimic): Round #3 of 18. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.
NOTE: Originally included a 5-foot step before looking at the combat map; changed it to casting defensively.

Asher 'Cinnis' Regillenus |

If it's not too late to take the Surprise Round Action.}
As Becky's smooth talk falters, Asher takes the opportunity to send a shaft into the "table."
Attack: 1d20 + 17 ⇒ (2) + 17 = 19(+7 BAB +4 Favored Enemy + 2 Bow + 4 Dex + 1 Trait + 1 Weapon Focus -2 Deadly Aim)
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
First round action - Asher holds his action, waiting for Becky to act first, so as the see if she can fill in what his vague sense of dread is from.
On Initiative 3
Full Round Action: Full Attack the Mimic with the benefit of Talath's Gift. Thanks Becky and Talath!
Attack 1 - Many Shot: 1d20 + 19 ⇒ (13) + 19 = 32 (+7 BAB +4 Favored Enemy + 2 Bow + 2 Becky + 4 Dex + 1 Trait + 1 Weapon Focus -2 Deadly Aim)
Attack 1 - Many Shot - Bit o Luck: 1d20 + 19 ⇒ (8) + 19 = 27
Damage: 2d8 + 24 ⇒ (5, 4) + 24 = 33
Attack 2: 1d20 + 14 ⇒ (13) + 14 = 27
Attack 2 - Bit o Luck: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d8 + 12 ⇒ (2) + 12 = 14

GM Ventiine |

✦ The Watchtower (A1) * ˚ ✦
In the Surprise Round, Asher lands an arrow in the desk's leg.
In Round 1, Mauro swings his ranseur, which gets stuck against the desk! His skeletal servant gets one good swipe before being overtaken by the desk!
Talath calls on his faith in Desna to grant Asher a bit of luck! Asher, with Desna's luck, lands two deadly arrows into the Karnax! Meanwhile, Becky opens her mouth and screams.
Karnax Fort DC13: 1d20 + 11 ⇒ (8) + 11 = 19
The sentient desk seems to resist most of the ruckus.
Round 1
Crispin 4
Round 2
Mauro 22 (Weapon stuck; Skelly AC18, HP 18/29, Grappled)
Karnax 16 (113 damage, very injured)
Talath 15
Asher 13 (R1: Bit of Luck)
Becky 11
Crispin 4
(Party Buffs: Bardic Performance)
Bold may act!
Please make a Reflex DC17 Reflex save for melee attacks hitting the desk. If you fail the save, the melee object is stuck. A successful Strength DC17 check is needed to pry objects off the table.

Mauro Ocela |

"Shit!" Mauro swears as he let's go of his stuck weapon. He steps back, and yanks out a chakram, that he promptly donates to Karnax. Meanwhile, the skeleton's undead hatred of all living things keeps it clawing away...
Mauro 5' step
Mauro Move action - draw Chakram
Mauro Standard Action - throw chakram
Skeleton - full attack
Skeleton, to Hit, claw A: 1d20 + 7 + 2 - 2 + 2 ⇒ (9) + 7 + 2 - 2 + 2 = 18 vs ?grappled? opponent (-4 dex)
+7 bab +2 str -2 grappled+2 naturalist
Skeleton Damage, Claw A: 1d4 + 2 + 3 ⇒ (2) + 2 + 3 = 7
+2 str +3 occultist
Skeleton, to Hit, claw B: 1d20 + 7 + 2 - 2 + 2 ⇒ (7) + 7 + 2 - 2 + 2 = 16 vs ?grappled? opponent (-4 dex)
+7 bab +2 str -2 grappled+2 naturalist
Skeleton Damage, Claw B: 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8
+2 str +3 occultist
Effective Skeleton AC 18 = 10 +0 Dex +2 natural +4 MW Chain shirt +2 naturalist
Skeleton HP 18/29
Mauro to Hit, chakram: 1d20 + 7 + 3 + 2 ⇒ (14) + 7 + 3 + 2 = 26 vs ?grappled? opponent (-4 dex)
+7 bab +3 dex +2 naturalist
Mauro Damage, Chakram: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10
+5 str +2 Champion spirit

Crispin Xantrian |

Sorry for the silence. Not feeling too well. Could Crispin have cast Haste on the surprise round?.
If not he casts it this round. Getting everyone but Mauro. Otherwise he tries a Scorching ray on the Mimic.
Ranged touch attack: 1d20 + 7 ⇒ (1) + 7 = 8
Ranged touch attack: 1d20 + 7 ⇒ (1) + 7 = 8 Wow!
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.

Talath Na'El |

I'll wait to see how Asher does. What I wouldn't give to have his Spiritual Weapon back!

Asher 'Cinnis' Regillenus |

Ashwr relishes pinioning the abomination and hits him again.
Full Round Action: Full Attack
Attack 1 - with Many Shot: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 2d8 + 24 ⇒ (4, 5) + 24 = 33
Attack 2 - without Many Shot: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 1d8 + 12 ⇒ (8) + 12 = 20

GM Ventiine |

✦ The Watchtower (A1) * ˚ ✦
Before the desk can attempt to take a bite out of someone, Mauro finishes it off. The handy haversack atop the desk spills open as the mimic crumples to the floor. Smooth, rounded mundane stones fall out of the bag onto the ground.
With all the threats addressed, the party can finally relax under the shelter of the ancient tower.
Inside the shelter of the ruined watchtower, a large copper plaque mounted on the wall has a map carved into the layers of thick verdigris encrusted upon it. The map originally depicted the sacred hills of Zanas-Tahn, but after Earthfall, squatters modified the map to reflect the fact that the area became an island, carving a coastline around the parts of Zanas-Tahn that are still above water and scratching out the numerous points of interest that were destroyed or claimed by the sea.
See post #2890 for refresher. (I believe at least one person was able to make each of the skill rolls.)
Asher, you can save your arrows.
Thanks Becky! I totally missed that it was a 1 since the total seemed high.

Talath Na'El |

"Now that we can speak freely, does anyone have an idea of where the missing colonists were taken?"

Mauro Ocela |

Mauro borrows the lens of detection and searches the room ...
Perception: 1d20 + 7 + 3 + 1 + 2 + 3 + 5 ⇒ (4) + 7 + 3 + 1 + 2 + 3 + 5 = 25
7 rank +3 trained +1 wis +2 racial +3 Skill Focus+5 lenses of detection
As he does so, he talks "From what the desk said, (HERE), I'm guessing they're at the temple. Glorandal was ordered to guard the prisoners and he was at the temple..."
Someone use detect magic to look the place over as well. Also, take a look in the handy haversack and try to figure out what the rocks are about...
Effective skeleton HP 29/29

Talath Na'El |

Talath doesn't have Detect Magic in memory and we'd need to know what type of Knowledge check to make regarding the rocks.

Becky Beys |

Becky casts detect magic and starts scanning the area for any emanations. Then she considers the stones from the mimic's haversack.
Becky Beys Knowledge (arcana? nature?) Check: 1d20 + 16 ⇒ (15) + 16 = 31

Asher 'Cinnis' Regillenus |

Asher looks around to make sure no other threats are around.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20 (Add another +4 vs aberrations or +2 vs aquatic humanoids)
Also, who will hold the +2 longsword from that magical scabbard? It'll help someone like Becky since she should be proficient as a bard.

GM Ventiine |

✦ The Watchtower (A1) * ˚ ✦
Examining the ruined watchtower, the party concludes this is the least interesting ancient Azlant structure they have discovered thus far. (And Asher is confident there are no threats in the area.) There is nothing magical about the ruined tower. The most interesting feature is the plaque's upper half which displays the region from before Earthfall. The plaque has been defaced by the faceless stalkers or some other enemy and is not worth any money. (See post #2890 for refresher.)
After upturning the handy haversack and divulging it of all its contents - all rocks - Becky concludes all the rocks are mundane rocks. All the rocks are smooth. This rock collection is not worth any money.
The party has several options: you can rest and wait out the rain, travel to A2, travel to A3, travel to A4, return to the Hollow Forest, return to Talmandor's Bounty, etc. I'd like two party members in agreement to proceed.

Talath Na'El |

It doesn't seem clear which location is "the Temple" the mimic was referring to where the prisoners are held. Maybe "Home" or "Wheels of Heaven"? I think the people labeled on the plaque as "Enemies" might be worth talking to; they may have better/up to date information on what the Faceless Stalkers are doing.

Mauro Ocela |

As a player, not a character, I have an idea about the rocks in the haversack, but confirming it is going to require a ridiculously high K Dungeoneering roll. Ever heard of Gastroliths?
Mauro takes the time needed to pull his weapons clear of the slime on the deceased mimic, and then clean them. He proposes: "We've spent 7 plus hours rowing that damn boat here, and then we marched inland. We've fought wraiths and desks, and now we have a roof over our head and a relatively secure campsite. Before we head anywhere, we should rest...

Asher 'Cinnis' Regillenus |

Asher looks plaintively at Talath with his ragamuffin look after the battle with the wraiths.
Anything you can go about this? - while waving his hand around his drawn and pockmarked face.

Talath Na'El |

Asher looks plaintively at Talath with his ragamuffin look after the battle with the wraiths.
Anything you can go about this? - while waving his hand around his drawn and pockmarked face.
"When I pray to Desna I will be able to heal your damage but it will require 100 gold as an offering for her assistance."

Becky Beys |

Becky tentatively takes the magic sword from Asher and takes some practice swings with it. From the display, you'd all agree the noodle-armed bard would be more of a hazard to the party than to any opponent while attempting to wield the heavier blade.
She's heard that after a while, owners start to look a bit like their pets. Alternating her glance between poor Asher and Huntress, Becky decides to keep that observation to herself.
Though she's indeed proficient with longswords, Becky's already invested in the Weapon Finesse feat. Even with the better damage, she won't be hurting things much in melee. She just tries to mainly flank in combat and occasionally use her Helpful trait to make sure that the heavy hitters like Asher and Mauro connect on their swings.
She might be interested in the handy haversack, though; that way Asher wouldn't have to carry around her enchanted eelskin.

GM Ventiine |

✦ The Watchtower (A1) * ˚ ✦
The party rests under the shelter of the ruined watchtower. Between shifts, the weather lulls everyone into a deep restful sleep. The night is uneventful.
Today is Toilday (Tuesday), 4 Erastus (July) 4717.
As the sun rises along the horizon, the last of the storm seems to have passed. The air is cool from both the recent night's departure and the recent rain.
The defaced Azlanti map (link) offers hints as to where the party could investigate next.
Thanks to Ariel and Urlana's teachings, the party was able to read the recent additions:
The labels read “Watchtower III” in Azlanti (A1), “Shipwrecks + ENEMIES” in Aquan (A2), “Home” in Aquan (A3), and “Wheels of Heaven” in Azlanti (A4), respectively. Furthermore, the words “Hollow Forest” have been carved in large letters in Aquan over the general area Northeast of A3. The map itself is labeled "Zanas-Tahn," an Azlanti name that translates roughly to “sacred hills.”

Talath Na'El |

Talath will invoke the healing power of Desna to restore Asher's vitality.
@Asher: You will need to deduct 100 GP from Asher for the material component for the spell.
@GM: Talath spent 4 hours during the evening scribing a scroll of Freedom of Movement since he had that spell in memory.

Becky Beys |

"HOME is where we'll most likely find our missing colonists...or at least some clue to their whereabouts," Becky declares fairly confidently. "In any event, that's the closest site to where we are now."
"We ought to check out the faceless stalkers' 'ENEMIES' as well before we leave this island. The enemy of my enemy might prove to be a friend, but then again, could prove to be an enemy of our colony as well, depending upon its nature. Threat or potential ally or trade partner, we ought to at least check that site out."

Talath Na'El |

"Shipwrecks are also a good place to search for valuable items. I wonder if the two words being together means these 'enemies' are aquatic?"

Becky Beys |

Becky ponders Talath's words. "That might explain why they're still the faceless stalkers' enemies and haven't already been infiltrated and wiped out."

Mauro Ocela |

Mauro readies his gear for the upcoming march, but pitches in to the discussion: "Wherever the kidnapped colonists are being held, it will be in the control of the faceless stalkers. Thus, I think we can put 'Enemies' (A2) as the last place to investigate. Becky is right, that 'Home'(A3) is closest, and is approximately on the path to 'Wheels of Heaven' (A4) anyways, so we may as well go there (A3) first. Although, as I mentioned, from the 'Desk's' speech, the prisoners are at 'the temple', and what else would the 'Wheels of Heaven' be?"
@Ventiine, is there a scale for the island map anywhere? I'm trying to estimate how long a march it will be...
He continues, changing the subject "Everyone, listen up! This isn't an exploration trip. Unlike what we've been doing, this is raiding in hostile territory! We need to be as sneaky as practical, and ready for violence at any moment. We don't rush into things either - there could be a damn regiment of faceless stalkers on this island for all we know, so let's not let the alarm get raised..."

Asher 'Cinnis' Regillenus |

Asher thinks on the route and agrees with Becky and Mauro on the route.
He's not too stealthy either, but can fake it if he gets lucky.
I think we need to think about our marching order. I can attack stalkers very effectively from afar, thanks to Erastil's might in this bow and my own skills. For anyplace we think they may populate, I should stay back with our wizard to protect him. But in other scrapes, I'll join Mauro up front.
Noted on the 100GP Talath.

Talath Na'El |

"My new aquatic armaments protect me better but they don't help me fight any better."
Talath chuckles as he flexes his 'mighty' arms.

GM Ventiine |

✦ The Watchtower (A1) * ˚ ✦
Talath dedicates time before bed and in the early morning scribing a scroll of Freedom of Movement.
The group contemplates their next move and decides to investigate the area marked "Home" (A3) on the Azlanti map.

GM Ventiine |

✦ The Twisting Cavern (A3) * ˚ ✦
(According to the book) The island of Zanas-Tahn is about 12 miles long. This island is just - if not more - wild and uninhabited than the island Ancorato, where Talmandor's Bounty is located. The island is heavily forested (trackless) and the party is glad they thought ahead and brought their machetes to cut through the thick foliage. The party finds they can cover a mile of ground every two hours. Overland travel (link)
After about two hours of hacking and marching through the forest, the party approaches a cracked hillside that opens into a spacious natural cavern. Horrific screeches resembling those of a panicked animal echo within.
ೃ⁀➷
When the party is ready to proceed, they file into the cracked hillside's narrow mouth. It's a tight fit, and the group has to form a line to traverse the dark, twisting rock. Combat Map updated!
The party's light sources illuminate the dark, damp space to reveal a small chamber. Natural rock pillars cast eerie shadows from your light sources. A splashing noise can be heard from a shallow pool of water lining the southern side of the cavern.
The source of the screeching and splashing is a giant rat! It is writhing and thrashing in the water as if in great pain. Suddenly, the creature’s neck twists around itself, and a pair of legs grows from its stomach, only to melt away a moment later. For a moment, the rat looks normal again, but then the horrific convulsions start anew.
The cavern is dark. Please be mindful of how close you need to stand to have visibility of the rat (and which light sources you are dedicating to vision.) Light rules (link) I didn't hide any of the cavern, but there are parts non-darkvision players are unlikely to be able to see.

Becky Beys |

"Sounds sort of like a big rat, but there's something horrible and unnatural about the way it's squeaking!" Becky comments, moving forward (assuming those in front of her do so). "Looks like we're in the right place...but it also looks like maybe the stalkers have abandoned this place," she adds, waving her light-enchanted rapier back and forth to examine the cave better.
Becky Beys Knowledge (nature) Check: 1d20 + 16 ⇒ (20) + 16 = 36
Becky Beys Perception Check: 1d20 + 11 ⇒ (7) + 11 = 18
EDIT: Forgot to mention Becky's light spell when I first posted.

Talath Na'El |

@GM: Talath is using the orison Light as his light source and he also has low-light vision. Taking 10 he can't fail either Perception check. Speaking of which you can assume he'll always take 10 for a 25 on his Perception going forward.
"Becky is correct in fact approximately a dozen faceless stalkers lived here until quite recently. Perhaps this 'rat' creature scared them away? I realize my experience with creatures above the waves is limited but that just sounds bad. We should prepare to fight."

Mauro Ocela |

Ok, can't make the K Planes, nor the survival check, and all the others have been made. I have darkvision 60' and Low Light vision, so I can see the rat...
Upon finding the cavern, Mauro calls for a warrior servant and gives it his MW chain shirt to wear. He also casts some of spells - Rags to Riches (targetting his ranseur and his breastplate, both become +2), Message, and False Life.
Temp HP: 1d10 + 7 ⇒ (10) + 7 = 17
Then he whispers a basic plan "Ok, I have point, as unlike Talath, I can do sneaky. You guys stay about 30' behind me and try not to make too much noise. Come running if I call..."
Unless someone voices an objection, he sneaks into the cave.
Stealth: 1d20 + 7 + 3 + 3 + 1 ⇒ (20) + 7 + 3 + 3 + 1 = 34
7 ranks +3 trained +3 Dex+1 trait
When he sees the rat, he will pauses to whisper (using message) a description of what's going on to the others... DC 25 + any distance and circumstance modifiers (loud rat) for whatever's in the cavern to overhear.

Crispin Xantrian |

As it is a cave Crispin first casts Darkvision on himself.
perception: 1d20 + 9 ⇒ (9) + 9 = 18
Knowledge planes: 1d20 + 10 ⇒ (11) + 10 = 21
Once he can see it Crispin struggles to work out what has happened to the creature?