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planes: 1d20 + 9 + 1d6 ⇒ (2) + 9 + (2) = 13
Fossorius moves up drawing his lantern and throws it at the dog.
"Shoo"
Lantern: 1d20 + 4 ⇒ (13) + 4 = 171d6 + 2 ⇒ (2) + 2 = 4

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When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 1d4 rounds. Fossorius gets one question as well.

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Jon steps just inside the door to get better line-of-sight on the shadow dog. He fixes it in his gaze--reducing its willpower and increasing the pain it feels from the Pathfinders' attacks--before loading and firing his hand crossbow at it.
5' step
Swift: hypnotic stare vs shadow mastiff
Move: load hand crossbow
Standard: attack shadow mastiff
mwk hand crossbow: 1d20 + 4 ⇒ (10) + 4 = 14
damage, P, painful stare: 1d4 + 1 ⇒ (2) + 1 = 3
Hypnotic/Painful Stare: -2 to Will saves; 1/round, Jon can cause the mastiff to take 1 extra damage from a successful attack, which he'll trigger on the first successful attack after his stare (which may be his own, if it hits)

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Oliver commands Tarragon to move in and attack. He moves in as well with his warhammer and swings.
Oliver-
Warhammer: 1d20 + 2 ⇒ (13) + 2 = 15 for Bludgeoning: 1d6 + 2 ⇒ (4) + 2 = 6
Tarragon-
Claw: 1d20 + 2 ⇒ (11) + 2 = 13 for Slashing: 1d4 + 1 ⇒ (3) + 1 = 4

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Botting Syco
Fossorius moves in and gets snapped at by the creature, which strains against its chain, and is just distracted enough to miss with his lantern strike.
Xivio hits the hound with a dart of force.
Jon stares at the beast, hoping to cause it additional pain, but does not hit with the crossbow to trigger the implanted suggestion.
Oliver and Tarragon team up with attacks, but neither makes contact.
Syco moves to the door and fires an arrow at it.
Shortbow: 1d20 + 4 ⇒ (17) + 4 = 21
Piercing Damage: 1d6 ⇒ 2
Concealment >20=hit: 1d100 ⇒ 23
He strikes true, and Jon adds on a bit of extra pain.
Anyone attacking the creature with weapons has a 20% miss chance unless they have illumination equivalent to daylight.
The hound lets out an unearthly howl, then tries to bite Oliver.
Bite: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
It is too confused by the many new scents to strike.
Everyone needs to make a DC 13 Will save or be panicked for 1d4 ⇒ 3 rounds. This is a sonic, mind-affecting fear effect.
Round 2-3 - bolded may go!
Jon Rooi (Will save)
Tarragon (Will save)
Puppy (-7 HP)
Fossorius (Will save)
Xivio (Will save)
Oliver (Will save)
Syco (Will save)

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Will DC 13: 1d20 + 9 ⇒ (7) + 9 = 16
Jon is able to maintain his composure in the face of the otherworldly howl, though it causes his mind to drift to the potion in his pocket.
Panicked is pretty all-encompassing, right? Jon has a potion of remove fear (for his emotion-based spellcasting); if panicked, would he be able to drink it, or is that beyond what he can do in that state?
Dispensing with the crossbow, Jon decides much stronger action is necessary. He retrieves a wand as he moves around the room, seeking a position from which he can discharge the spell contained within without affecting any Pathfinders.
Move: 30' drawing wand of burning hands (CL 3)
Standard: cast burning hands
damage, fire: 3d4 ⇒ (1, 4, 1) = 6

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Short answer: drop everything and flee, until you cannot see or hear the source of fear. No drinking until you feel safe.

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Oops; Jon needs to roll UMD to cast from that wand!
Use Magic Device (activate wand) DC 20: 1d20 + 10 ⇒ (3) + 10 = 13
No burning hands this round
Jon repeats the activation word he was told, but the wand remains inert in his hands. He shakes it a couple times and examines the tip, unsure of why it didn't discharge the spell.

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DC 13 Will: 1d20 + 4 ⇒ (7) + 4 = 11
Xivio drops his wand of magic missile and heads for the exit, in a panic.

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"Two can play at that game"
Fossorius holds out his own skull (Don't worry; that is slightly less weird when you are a duskwalker :) ) and uses his relic focus to perform the mind fear focus power. (Su., DC 14)
Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.
He will also step 5 ft.

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Oliver's Will: 1d20 + 2 ⇒ (7) + 2 = 9 +2 if this is a fear effect
Tarragon's Will: 1d20 + 2 ⇒ (17) + 2 = 19
Oliver panics, leaving Tarragon to simply wait for a command.

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Oliver and Xivio flee.
Fossorius fights fear with fear, and his own head.
Will Save DC 14: 1d20 + 2 ⇒ (19) + 2 = 21
The hound is not impressed.
Jon tries to use a wand, but he doesn't pronounce the command word exactly right.
Oliver, if you want, Tarragon can follow his last orders for as long as they make sense.
Round 2-3 - bolded may go!
Jon Rooi
Tarragon (delay)
Puppy (-7 HP)
Fossorius
Xivio (panicked 3 rounds)
Oliver (panicked 3 rounds)
Syco (Will save)

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Sounds good. I didn't realize he would act on his own
Without receiving any other orders, Tarragon continues to attack.
Claw: 1d20 + 2 ⇒ (2) + 2 = 4 for Slashing: 1d4 + 1 ⇒ (1) + 1 = 2

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Botting Syco
Without guidance, Tarragon does not accomplish much.
Will Save: 1d20 + 2 ⇒ (15) + 2 = 17
Syco tries another shot.
Shortbow: 1d20 + 4 ⇒ (1) + 4 = 5
Piercing Damage: 1d6 ⇒ 6
Concealment >20=hit: 1d100 ⇒ 2
It is very off target.
Round 3-4 - bolded may go!
Jon Rooi
Tarragon
Puppy (-7 HP)
Fossorius
Xivio (panicked 2 rounds)
Oliver (panicked 2 rounds)
Syco

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Frustrated with missing this dog, Tarragon switches to his teeth.
Bite: 1d20 + 2 ⇒ (20) + 2 = 22 for Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Concealment >20: 1d100 ⇒ 6

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Fossorius steps into flank and swings two-handed at the dog.
shovel: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 3 ⇒ (2) + 3 = 5
concealment: 1d20 ⇒ 16

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Jon gives his wand another try, being careful to pronounce the command word with the clearest diction he can muster. Unfortunately, he is left again with only a barest wisp of smoke emanating from the wand's tip.
Standard: cast burning hands (CL3)
Use Magic Device (activate wand) DC 20: 1d20 + 10 ⇒ (5) + 10 = 15
damage, fire: 3d4 ⇒ (3, 1, 2) = 6

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Botting Syco
Xivio and Oliver continue to flee. They should be far enough now that they can act, but not return, during their last round of panicked.
Jon fails once again to activate his magic.
Tarragon thinks he has bitten the creature, but his teeth hit nothing but shadows.
Fossorius, on the other hand, does make contact.
Syco fires again.
Shortbow: 1d20 + 4 ⇒ (18) + 4 = 22
Piercing Damage: 1d6 ⇒ 5
Concealment >20=hit: 1d100 ⇒ 44
And strikes.
The dog turns its attention to Fossorius.
Bite: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Its teach connect with flesh.
Round 3-4 - bolded may go!
Jon Rooi
Tarragon
Puppy (-17 HP)
Fossorius (-6 HP)
Xivio (panicked 1 rounds)
Oliver (panicked 1 rounds)
Syco

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Growing increasingly frustrated, Jon knows that this fire is still his best option. He gives the wand one more try, but it still sputters with barely a spark.
Standard: cast burning hands (CL3)
Use Magic Device (activate wand) DC 20: 1d20 + 10 ⇒ (8) + 10 = 18

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Tarragon is confused. It looks like something is there. Why can't he bite it?
Bite: 1d20 + 2 ⇒ (4) + 2 = 6 for Piercing: 1d6 + 1 ⇒ (3) + 1 = 4
Concealment >20: 1d100 ⇒ 8

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Jon considers asking for a refund on his wand, while Fossorius and Tarragon simply miss their target.
Syco fires again.
Shortbow: 1d20 + 4 ⇒ (6) + 4 = 10
Piercing Damage: 1d6 ⇒ 5
Concealment >20=hit: 1d100 ⇒ 76
Fossorius is still the biggest threat.
Bite: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
An exciting round of nothing happening!
Xivio and Oliver come to their senses.
Round 4-5 - bolded may go!
Jon Rooi
Tarragon
Puppy (-17 HP)
Fossorius (-6 HP)
Xivio
Oliver
Syco

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Xivio turns around and hurries back towards the action, hoping that his comrades have managed without him!

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Oliver rushes back to the room as well.
Tarragon continues his exercise in futility.
Bite: 1d20 + 2 ⇒ (14) + 2 = 16 for Piercing: 1d6 + 1 ⇒ (3) + 1 = 4
concealment >20: 1d100 ⇒ 43

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Oliver and Xivio rush back. Tarragon's exercise is not as futile as expected, and he finally gets a bite of the enemy.
Round 4-5 - bolded may go!
Jon Rooi
Tarragon
Puppy (-21 HP)
Fossorius (-6 HP)
Xivio
Oliver
Syco

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Fossorius will try to finish off the dog.
shovel: 1d20 + 8 + 1d6 ⇒ (8) + 8 + (6) = 221d6 + 3 ⇒ (5) + 3 = 8
concealment: 1d20 ⇒ 7

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Fossorius does in fact finish off the dog.
Combat over!
The room is clearly used for storage, including storing this ill-tempered creature. There is nothing of value here.

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I assume someone in the party can activate a CLW wand
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Fossorius retrieves his lantern.

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Oliver will happily assist Fossorius with his wand before moving towards the second door in that room.
"Since we're here, we may as well see what's behind this door."
Tarragon moves to Oliver's side once again.

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This door is locked, but the key found on the fetchling opens it.
Several stalls stand against the east wall of this dank, stone room. A large grate in the floor collects a steady stream of water coming from one of the stalls. The rattle of chains echoes through the chamber and the stench of frightened, unwashed bodies fills the air.
There are currently five slaves here, spread between the four stalls on the eastern wall. All are chained to the wall with masterwork manacles. Two of them have a rune on their forehead and seem confused, as if they have lost track of time in this sunless region. The other three seem in better condition - while they have clearly been abused, the bruises are fresh, and they do not appear to be starved or marked.

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"Quickly!" Jon calls. "There are people here!" He grabs the key they used to open the door, and checks to see if it will open the manacles too. As he does, he begins questioning the mostly coherent victims. "Who are you? How did you get here? What can you tell us about your captors?"

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One of the newer prisoners says, "We were brought here earlier tonight along with two finely dressed woman we have not seen since entering the Museum. After being left in this room by the courier who 'escorted' us from the Blakros estate, we experienced a strange rippling of reality we can’t fully explain, and the whole world got darker. At that time, we noticed the other two prisoners for the first time."
For the manacles, you can use Disable Device to pick the locks, or hope to find a key elsewhere.

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"One of those women might have the keys on them." Oliver comments as he and Tarragon stand by the northern door, waiting for the rest of the party.
"Those have to be the Blakros sisters; they're why we're here. Not likely they have the key, I'd think--they're as much captives as these are--but we need to find them all the same." Turning back to the prisoners, he asks "Did you see where they took the two women?"
Jon removes a skeleton key from his belt pouch, and tries it in the manacles lock. It was unlikely to work, but he'd been lucky before.
Disable Device, skeleton key: 1d20 + 10 ⇒ (1) + 10 = 11
Edit: skeleton keys are only for doors, oops

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Fossorius can't figure out how to get these locks open, and Jon can't even get the key into the hole.

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With no idea how to free the prisoners, the Pathfinders wander off to look for more clues.
This room is much cooler than the others. Dozens of mannequins dominate this room, each decorated in the trappings of distant Tian Xia. Ceremonial armor of samurai from Minkai and the silk gowns of courtly ladies catch the eye, but the delicate tea sets in long glass display cases seems out of place next to the strange shadowy figures leaning against the fan-decorated walls. Humanoid bodies encased in ice stand scattered throughout the room, and a glaze of dark rime covers the floor.
The room is not cold enough to cause harm, but the floor is slick enough that you need to make a DC 5 Acrobatics check to move faster than half speed.
Among the relics is what looks like a small humanoid completely covered in ice.

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Knowledge the humanoid in ice
knowledge: 1d20 + 9 + 1d6 ⇒ (13) + 9 + (3) = 25 +2 if religion, untrained if nobility

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On closer inspection, that is not a frozen humanoid - it is a human-shaped creature made of ice!
Fossorius may ask three questions about this construct.

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It's technically a unique monster called a cold storage sentinel, but is shares its stats with the iron cobra, except for number of limbs.
It has DR 5/-, it can deliver a poison with its bite (Fort DC 11, 1/round for 6 rounds, 1d2 Con damage, 1 save to cure), and has no weaknesses.

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Darn it. If it has DR 5/- we'll need someone who can hit harder than my 1d6+3. Can one you others take it down quickly? Or should we skip ahead to the boss before we run out of time?

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Sorry for the slow posting - I'm traveling this week and had a few days of being busy with my five year old and my 80 year old mother. Catching up now.
Xivio hangs his head in shame after his display of fear. "I'll do my best not to run away next time. I promise!"
When they find the prisoners he also attempts to remove their manacles.
Disable Device: 1d20 + 9 ⇒ (4) + 9 = 13
But he is also unsuccessful. He shrugs apologetically at the prisoners. "We'll look around and see if we can find a key..."
...
In the room with the icy creature...
All Knowledges: 1d20 + 8 ⇒ (13) + 8 = 21 Any remaining useful info, or weakest save
Xivio's attack options are all energy based but will have difficulty bypassing the DR unless he can do Sneak attack. If he can sneak then he can do +2d6 on his attacks. I'm ok with trying to fight it or skip it and look for the big bad, depending on what others prefer.

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For decision making, there are at least two rooms you haven't seen yet (plus you haven't explored this one) and 19 days left. If people put some more detailed botting instructions in their profile - including roll macros, since the dice tag does not get interpreted there - I can help push combat somewhat, but you are still the decision makers.

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Fort and Will are tied for weakest save. SR 13. Yes, the author hates you.

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Haha. Anyone wielding a 2 handed weapon with power attack?