
Gandalf the Grey |

Dwol’s grapple attempt fails.
The dwarf shimmers and is replaced by some type of large grey tentacled creature.
Tentacles lash out at Dwol, Chack and Hal. I have Garric 40’ away.
Chack
te: 1d20 + 15 ⇒ (4) + 15 = 19
dam: 2d6 + 8 ⇒ (6, 5) + 8 = 19
Dwol
te: 1d20 + 15 ⇒ (3) + 15 = 18
dam: 2d6 + 8 ⇒ (3, 6) + 8 = 17
te: 1d20 + 15 ⇒ (17) + 15 = 32
dam: 2d6 + 8 ⇒ (2, 6) + 8 = 16
Hal
te: 1d20 + 15 ⇒ (12) + 15 = 27
dam: 2d6 + 8 ⇒ (2, 2) + 8 = 12
If hit make a DC 16 fort save or take 1d4 strength damage.

Dwoldrean Brewbelly |

-28/115 HP
FORT: 1d20 + 16 ⇒ (5) + 16 = 21
-44/115 HP
LOH2: 5d6 + 10 ⇒ (5, 6, 6, 1, 5) + 10 = 33
-11/115HP
Angval: 1d20 + 15 ⇒ (17) + 15 = 321d10 + 12 ⇒ (10) + 12 = 22
Angval: 1d20 + 7 ⇒ (7) + 7 = 141d10 + 12 ⇒ (4) + 12 = 16

Chack -Sab-At |

use a panache pt to double precise strike's damage
Scimitar: 1d20 + 20 ⇒ (3) + 20 = 23
damage: 1d6 + 21 + 9 ⇒ (2) + 21 + 9 = 32
Last Attack: 1d20 + 15 ⇒ (20) + 15 = 35
crit damage: 2d6 + 21 + 12 + 2 ⇒ (3, 1) + 21 + 12 + 2 = 39 add 9 if first strike missed

Garric Reisin |

Attack!
Manyshot: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
damage: 4d6 + 18 + 4 + 1d6 ⇒ (5, 2, 5, 2) + 18 + 4 + (1) = 37
Rapidshot: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
damage: 2d6 + 9 + 2 + 1d6 ⇒ (3, 3) + 9 + 2 + (6) = 23
Last Attack: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
damage: 2d6 + 9 + 2 + 1d6 ⇒ (4, 5) + 9 + 2 + (4) = 24

Gandalf the Grey |

Dwol lands his first strike, Hal pummels the creature with force missiles, Chack misses then connects, Garric hits thrice. The tentacled mass takes a massive amount of damage but definitely has some sort of DR.
Garric, no point blank shot from 40’.
The tentacles continue attacking the party.
Chack
te: 1d10 + 15 ⇒ (6) + 15 = 21
dam: 2d6 + 8 ⇒ (2, 5) + 8 = 15
Dwol
te: 1d10 + 15 ⇒ (1) + 15 = 16
dam: 2d6 + 8 ⇒ (6, 2) + 8 = 16
te: 1d10 + 15 ⇒ (5) + 15 = 20
dam: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Hal
te: 1d10 + 15 ⇒ (9) + 15 = 24
dam: 2d6 + 8 ⇒ (3, 6) + 8 = 17
DC16 fort or take 1d4 strength damage

Garric Reisin |

-wasn't using pt blank, was using Big Game Hunter-
Manyshot: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
damage: 4d6 + 18 + 4 + 1d6 ⇒ (5, 6, 2, 3) + 18 + 4 + (1) = 39
Rapidshot: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Last Attack: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
crit damage: 6d6 + 27 + 6 + 1d6 ⇒ (3, 3, 3, 5, 6, 1) + 27 + 6 + (6) = 60

Halafrin Mistweaver |

-detect magic-
examine the dwarf for valuables
various knowledge rolls: 5d20 ⇒ (20, 8, 12, 13, 17) = 70
Halafin attempts to determine what the link is between the aberration and the helmet: illusion; transmutation; charm?
Previously was it only the dwarf that flickered on/off with evil or was it the helm?
Do we think the helmet is evil or the dwarf or....?
What's beyond the door?
perception: 1d20 + 20 ⇒ (12) + 20 = 32

Gandalf the Grey |

Hal casts detect magic and determines the war hammer is magical +1. He detects no other magic on the dwarf. A previous dwarf with helm flickered with evil, to include dwarf and helm.
What is Hal doing with the helm?
Dwol proceeds about 20’ down a 50’ hallway (door at far end) before noticing the floor in front of him looks disturbed.

Halafrin Mistweaver |

Hal is detecting magic on the helm to see the specific nature of the helm. How does it work; what is the link between it and the aberration; is there a link between it and the evil dirt/mist?
know arcana: 1d20 + 12 ⇒ (14) + 12 = 26
https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Halafrin will check out the disturbed floor as well.
perception: 1d20 + 20 ⇒ (16) + 20 = 36+1 for traps

Gandalf the Grey |

Hal examines and then opens the door.
The door opens into a large cavern about 20' wide by 200' long (the ceiling is approximately 50' along the center of the cavern but only about 35' along the edges). It looks natural in origin with stalactites growing down from the ceiling, but if there were stalagmites they have been removed.
It looks like there are 2 side passages on the left (50' ahead, 100' ahead) and 1 on the right (150' ahead).

Halafrin Mistweaver |

-detect magic-
perception: 1d20 + 20 ⇒ (16) + 20 = 36+1 for traps
The first passage on the left looks promising. At least we don't have to go as far...
know dungeoneering for cavern: 1d20 + 9 ⇒ (14) + 9 = 23
Unless anyone objects or he sees something, Halafrin will advance in that direction.

Garric Reisin |

hmmm, looks about,
know dungeon: 1d20 + 12 ⇒ (20) + 12 = 32
know geography: 1d20 + 12 ⇒ (7) + 12 = 19
know nature: 1d20 + 13 ⇒ (1) + 13 = 14
perception: 1d20 + 14 ⇒ (3) + 14 = 17
follows Chack