
GM Valen |

"I do not like to have a door in my back with unknown things or creatures behind it. So can we have a quick look what is behind the door to the north?"
Grunjar checks if the northern door is locked. If it isn't, he does NOT open it.
The door to the north is unlocked.
Assuming someone opens it...
Through the threshold can be seen a row of nine open coffins stretching from east to west across the north wall of the room. Each coffin is made from a dark wood, painted black, and polished to a mirror finish. The inside of each coffin is lined with green fabric and holds a ratty blanket and musty pillow.
Interior of the room now revealed on Slides.
Boxes, crates, and barrels line the south wall on either side of the simple wooden door there. From the room wafts a sickly sweet odor, vaguely like a mixture of rotting vegetables and fresh taffy.
What do you wish to do, Pathfinders?

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"The lavender smells nice, dahling," Vanessa compliments Spica, even as she's surprised that she had it on hand down here.
She pokes just her head into the room and notes that there's no other doors. A good choice to check this one first and secure their rear.
"A god ov accidental death and a room full ov coffins vith a strong odor. Poisons or diseases, perhaps? Ve should at least make sure zhere's nothing of value, but be careful if you touch anytsing, just to be safe."
She casts detect magic and scans the room. She then casts detect poison and works her way around the room, first checking any of the magical auras (if there were any). She's more interested in finding any poisons that might be lingering, and doesn't really care to try to identify them.
Identifying poisons requires a DC 20 Wisdom check, which she is unlikely to make with her +0 WIS.

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Might there be some undead about? Can you detect them? Goran asks Lady Vanessa, his eyes scanning the room.
Actually, yes, automatically. She's wearing deathwatch glasses . She "instantly know(s) whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct)." Helpful to avoid wasting spells on things that can't be affected. But as we saw with the poltergeists, she still has to be able to see it.

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"This does not bode well..."
Grunjar looks for traps, too.
Perception, guidance: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27

GM Valen |

She casts detect magic and scans the room. She then casts detect poison and works her way around the room, first checking any of the magical auras (if there were any). She's more interested in finding any poisons that might be lingering, and doesn't really care to try to identify them.
Identifying poisons requires a DC 20 Wisdom check, which she is unlikely to make with her +0 WIS.
Exploring the interior of the room, this barrack appears to have served as the morbid sleeping quarters for arguably the most respected members of the cult—most of whom, it would seem, are now dead.
The boxes, crates, and barrels contain a variety of food supplies, such as flour, sugar, dried meat, grains, and so on.
If anyone wishes to take any or go through the boxes, crates, or barrels, please so indicate.
Our Lady determines that the room contains a handful of poisonous traps that have all now been tripped—though they are, presumably, still potentially dangerous and, also, the source of the room's smell.
Most of the coffins and the barrels register as poison. The furthest coffin on the east side of the room has the body of a male elf in it. The body of a male human lies crumpled in front of the barrels on the southeast side of the room.
Coffins kept like this is concerning...to say the least. Might there be some undead about? Can you detect them? Goran asks Lady Vanessa, his eyes scanning the room.
None of the party detect the presence of any undead.

GM Valen |

"This does not bode well..."
Grunjar looks for traps, too.
Grunjar finds no traps that have no already been tripped. However, he does find several items of value on the body of the elf, each neatly labeled. A scroll of lesser restoration, a gray bag of tricks, and a +2 short sword.
Nothing else of interest in this room. Anything you wish to do before you head down the tunnel (presumably using the default marching order)?

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take 10 heal: 10 + 10 = 20
"Poison killed this one, too. But he has a few items that might be useful to us."
He turns to Goran.
"I already have a scroll of lesser restoration, too. And I have no use for the other two items, so if someone else wants them..."

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Never have too many scrolls Spica comments. She then frowns. Darn it .... there HAS to be a pun in there somewhere. I just hope they're not written in curse-ive

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Rolling her eyes at Spica's return to punning, Vanessa accepts the scroll from Grunjar and tucks it into her bag. If no one else takes it, she hangs the bag of tricks from the hand-tooled leather belt/bandoleer slung low across her perfectly proportioned hips.
She cautions Derf that the curtained hallway is too suspect to trust and enjoins him to check it carefully.
Guidance for Derf.

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"Careful with the puns, Spica - Vanessa might take pun-itive actions..."

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Vanessa tucks a stray strand of hair back behind her ear. It's just so hard to keep up appearances on these dungeon-crawl missions. How she hopes the next one is just another Embassy party or State dinner.
But for now she must deal with ... this. She arches one perfect eyebrow and pins Grunjar with a look that would make princes pee their pantaloons.
"Hmmm, yes. But now zhere are two Desnans, dahling. Do you vish to join her, Ser Grunjar?" she asks with a predatory purr in her voice as she makes an offer that countless Kuthites and multitudes of masochists would beg for.

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Spica can't help but laugh at this. I so hope you have a waterbreathing on standby.
Anyway. she says looking over at Hustuvan. This dungeon isn't going to bash itself. Which way now?

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Grunjar blushes. "Ah, no, thank you, Lady Vanessa. This is not something I enjoy... I think..." He blushes even more.
The cleric turns Spica, glad to have an opportunity to escape this conversation.
"Well, there is only one door left, but we should be careful. Spica, maybe you could move the curtain with magic so we can see what's behind?"

GM Valen |

The party proceeds down the tunnel in their usual marching order.
This area is just part of the larger tunnel complex beyond. The tunnels are 5 feet wide and 10 feet tall. This area is separated from the larger tunnel complex by a heavy black canvas that was nailed into the ceiling and drapes across the tunnel 10 feet from the door in the west wall.
Derf inspects the suspicious, black canvas and concludes that it was put up to hide a rock fall trap beyond.
These tunnels ahead were carved out by hand and braced with thick planks of wood. The carved ceilings stretch to 10 feet in height and around five feet in width. The walls and floor are damp, and the sound of dripping water can be heard throughout. Water constantly drips from the ceiling, and a thin trickle of water runs along the side of the tunnels, emptying somewhere to the south.
To keep us moving, presumably,... Derf tries to disable the trap.
Disable Device: 1d20 + 19 ⇒ (12) + 19 = 31
Derf "fixes" the trap so it will no longer trigger. As he does so, a soft glow peaks past a drawn portion of the canvas revealing three men adorned garb sporting a skull motif openly resting in the light of a single torch in the northeast corner of the tunnel. They do not seem to notice you.
Initiative, Spica: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative, Derf: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative, Nikita: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative, Grunjar: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative, Lady Vanessa: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative, Goran: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative, blue: 1d20 + 5 ⇒ (6) + 5 = 11
Initiative, green: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative, red: 1d20 + 5 ⇒ (5) + 5 = 10
TUNNELS OF THE FORTUNE-SPURNED! - Surprise Round Begins!
PCs in bold may take EITHER a standard or move action
Nikita
Spica
Derf
Grujnar
Man (green)
Man (blue)
Man (red)
Goran
Lady Vanessa

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Spying the cultists lounging in the torchlight, Vanessa reluctantly puts the image of Grunjar strapped down naked in her dungeon out of her mind and focuses on the task at hand. She quietly whispers foul words to take control of the mind of the one in the middle, invoking bloodlust and violence in the Blue robed man.
Murderous Command vs Blue. DC 18 Will negates.

GM Valen |

Blue, Will v DC 18: 1d20 + 0 ⇒ (18) + 0 = 18
"Who said that?!" cries the one in the middle, looking around feverishly for a source.
TUNNELS OF THE FORTUNE-SPURNED! - Surprise Round Cont'd!
PCs in bold may take EITHER a standard or move action
Nikita
Spica
Derf
Grujnar
Man (green)
Man (blue)
Man (red)
Goran
Lady Vanessa

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Grunjar witnesses the spellcasting of Lady Vanessa - and also the resistance of the cultist. "Good idea! It's a pity he resisted...", he whispers. The dwarf quickly tries to save the situation by following the oracle's example.
Another Murderous Command vs Blue. DC 17 Will negates.

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When the cultist shakes off her spell, Vanessa seethes at the bad luck. But she can fix that, and Grunjar gives her just the right opportunity.
If Blue rolls 17 or higher on the die vs Grunjar's spell, she will use Misfortune as an immediate action to force a reroll.

GM Valen |

Grunjar witnesses the spellcasting of Lady Vanessa - and also the resistance of the cultist. "Good idea! It's a pity he resisted...", he whispers. The dwarf quickly tries to save the situation by following the oracle's example.
Blue, Will v DC 17: 1d20 + 0 ⇒ (15) + 0 = 15
Goran burns one of the men (red).
TUNNELS OF THE FORTUNE-SPURNED! - Surprise Round Cont'd!
PCs in bold may take EITHER a standard or move action
Nikita
Spica (Delay)
Derf
Grujnar
Man (green)
Man (blue) (mc'd)
Man (red) -9 HP
Goran
Lady Vanessa

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In the tunnel, a revolver shot is so deafeningly loud that it really seems to you that your eardrums are about to burst. Nikita doesn't even seem to notice this thunder.
Revolver + Deadly Aim + Flaming: 1d20 + 9 ⇒ (7) + 9 = 161d8 + 7 + 1d6 ⇒ (5) + 7 + (6) = 18 - vs touch AC vs RED

GM Valen |

In the tunnel, a revolver shot is so deafeningly loud that it really seems to you that your eardrums are about to burst. Nikita doesn't even seem to notice this thunder.
Nikita embeds a bullet within the chest of one of the men (red)
TUNNELS OF THE FORTUNE-SPURNED! - First Full Round of Combat Begins!
PCs in bold may act
Nikita
Spica
Derf
Grujnar
Man (green)
Man (blue) (mc'd)
Man (red) -27 HP
Goran
Lady Vanessa

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Derf stays hidden, ready to disarm the first enemy that passes him.
stealth: 1d20 + 18 ⇒ (9) + 18 = 27
Unarmed disarm, possibly flat footed: 1d20 + 10 ⇒ (14) + 10 = 24
Will yoink the weapon if I succeed.

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Derf stays hidden, ready to disarm the first enemy that passes him.
stealth: 1d20 + 18 ⇒ (19) + 18 = 37
Unarmed disarm, possibly flat footed: 1d20 + 10 ⇒ (11) + 10 = 21
Will yoink the weapon if I succeed.

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Two more shots and two bright flashes...
Revolver + Deadly Aim + Flaming: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 7 + 1d6 ⇒ (4) + 7 + (3) = 14 - vs touch AC
Revolver + Deadly Aim + Flaming: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 7 + 1d6 ⇒ (1) + 7 + (5) = 13 - vs touch AC
I hope they are not monks and their FF touch AC is 10 ))

GM Valen |

Two more shots and two bright flashes...
I hope they are not monks and their FF touch AC is 10 ))
They are not monks.
The two shots readily drop one of the men (red).
TUNNELS OF THE FORTUNE-SPURNED! - First Full Round of Combat Cont'd!
PCs in bold may act
Nikita
Spica
Derf
Grujnar
Man (green)
Man (blue) (mc'd)
Man (red) -54 HP
Goran
Lady Vanessa

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Grunjar draws his wand of bless and activates it.
---
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

GM Valen |

One of the men (green) draws a short sword and moves through the tunnel toward Nikita. He is first met, however, by Derf who promptly causes the man to drop his blade.
Relived of his weapon, the man bends down to pick it up.
Provoking an AoO from Derf.
Compelled by a divine urge, the remaining man (blue) charges at the disarmed man and attempts to plunge his own short sword into the man's back.
Melee (mwk short sword): 1d20 + 7 ⇒ (15) + 7 = 22
Damage (P): 1d6 + 2 ⇒ (1) + 2 = 3
TUNNELS OF THE FORTUNE-SPURNED! - First Full Round of Combat Cont'd/Round Two Begins!
PCs in bold may act
Goran
Lady Vanessa
Round Two
Nikita
Spica
Derf (AoO v. green)
Grujnar
Man (green) -3 HP
Man (blue)
Goran
Lady Vanessa

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Revolver + Deadly Aim + Flaming: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 7 + 1d6 ⇒ (2) + 7 + (1) = 10 - vs touch AC
Revolver + Deadly Aim + Flaming: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 7 + 1d6 ⇒ (8) + 7 + (5) = 20 - vs touch AC
green first

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AoO
Punch: 1d20 + 13 ⇒ (17) + 13 = 30 for Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Real turn
Knowing the unarmed man can't fight back, Derf attempt to trip him, despite not being properly trained.
Trip, using Weapon Finesse Unarmed to use Dex: 1d20 + 10 ⇒ (18) + 10 = 28
CMB using Dex to aid next attack: 1d20 + 10 ⇒ (17) + 10 = 27
If it beats CMD, acting character takes -3 to current action, Derf gets +3 on his next attack, before the end of next turn.
Now that was some hot dice.

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"Dahling, maybe save zhat spell for later. Ve don't know how tough zhis Baillaset vill be," she advises Spica even as she glares more daggers at Hustavan for how useless his intel has proven. "And Derf seems to be having a lot ov fun vif zhese - how do you call zhem - mooks?"
Even so, she's got one trick up her long lacy sleeves. She focuses on the one she commanded earlier, and again makes him do what she wants - a feeling she never gets tired of. "Drop it, she whispers to Blue, who can hear her just fine with the magic she puts behind it.
Casting a racial SLA, command on Blue to drop whatever he's holding on his turn. Will Save DC 17. She'll use misfortune if he rolls a 17 or better on the die.

GM Valen |

Derf strikes the man (green) in the gut. He doubles over as Nikita places two shots into the man, dropping him.
Man (blue), Will save v DC 17: 1d20 + 0 ⇒ (16) + 0 = 16
The remaining man (blue) drops his short sword.
TUNNELS OF THE FORTUNE-SPURNED! - First Full Round of Combat Cont'd/Round Two Cont'd!
PCs in bold may act
Goran
Lady Vanessa
Round Two
Nikita
Spica
Derf
Grujnar
Man (green) -41 HP
Man (blue) (unarmed)
Goran
Lady Vanessa

GM Valen |

The unfriendly man (blue) shows no intention of surrendering as he is totally devoted to his morale and tactics as written in the scenario evil deity.
TUNNELS OF THE FORTUNE-SPURNED! - Second Full Round of Combat Cont'd!
PCs in bold may act
Nikita
Spica
Derf
Grujnar
Man (blue) (unarmed)
Goran
Lady Vanessa

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"Well, if he doesn't want to surrender..."
Grunjar shrugs, steps up and puts a hand on Nikita's back to invoke Desna's Blessing, granting him a Bit of Luck.
"Now finish him!"
Bit of Luck: Until Grunjar's next turn, every time you roll a d20, you may roll twice and take the more favorable result.