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"Good work, everyone. We took them out fast!"
Muddy takes his time to search for any useful loot on the bodies and around the room.
Take 20 on perception: 20 + 10 = 30

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Riltar navigates through the barrier and looks what's on the other side. Auto-makes DC 15
He listens at the south door and checks for traps.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15

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Dumm forces the transformation to reverse, leaving him in control of himself but out of breath. "This change tires Dumm. Please let this group before continuing wait a minute."

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"Good work, everyone. We took them out fast!"
Muddy takes his time to search for any useful loot on the bodies and around the room.
[dice=Take 20 on perception]20+10
The trogs have masterwork falchions. Riltar didn't notice any traps. The group finds a strange amulet.
Knowledge religion

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Let me see this thing...
religion: 1d20 + 7 ⇒ (8) + 7 = 15

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Knowledge Religion Aid Another: 1d20 + 4 ⇒ (9) + 4 = 13

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Lilah transforms one of her sword-arms into an ordinary female hand. It looks like the limb is flowing, like a thick, thick liquid taking exactly the right shape. It looks interesting but creepy.
UMD: 1d20 + 13 ⇒ (5) + 13 = 18
UMD: 1d20 + 13 ⇒ (8) + 13 = 21
She takes out her wand and activates it on the second try (infernal healing). Satisfied with the result, Lilah puts the wand back in the bag and goes over to examine the amulet. However, she doesn't have any knowledge. She's just looking at it. Silently.

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"Maybe we find out what amulet is when we get back to town."
Muddy clambers over the barricade. He takes his time to carefully search the western door for traps.
30 total if allowed to Take 20 to search for traps.

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Riltar opens door to the west.

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Riltar opens door to the west.
This chamber is an irregular octagon, and smells terrible. There
is no furniture, just piles of makeshift bedding. The room lookslike it could easily sleep twelve. There is a dark opening on the
south wall.
muddy finds no traps on the door. Going inside?

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Yep. Moved myself on the map (and everyone other too)
Lilah goes inside. A flophouse for these lizard-like people? Then there are more of them here than we met.

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"No need to touch any of that filth unless it's ABSOLUTELY worth it... don't you think friends?" says Riltar just before casting a spell of magic detection. He scans the room for goodies!

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Heading south

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"Sleeping area, maybe? Should not we anything leave behind."
Perception: 1d20 + 12 ⇒ (13) + 12 = 25

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Muddy pokes at and digs through the bedding with his sword to look for any interesting items left behind.
Perception: 1d20 + 10 ⇒ (5) + 10 = 15

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"Sleeping area, maybe? Should not we anything leave behind."
[Dice=Perception]1d20+12
Dumm and Muddy don't see anything of interest apart from some old bedding and a few fish bones.
are you guys going to check the open passageway or the door to the south in the other room? The smell comes from the open passageway

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Yes!

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Yep! Moved our tokens forward in the same order.

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"Wait. Me search for traps at entrance."
The little grippli gazes about, looking up at the ceiling as well for any dangers. He feels around for any pressure plates and looks for trip-wires in the first 10 feet of the entry.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25

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The whole passageway is full of poop and refuse. The Pathinders trudge through the nasty muck to another room with a door.
no traps its locked but I'll assume you open it. If NOT please tell me otherwise.
lizards—cover the tables. It seems they were being eaten raw.
Along the walls are several barrels, one of which is
full of javelins. There are doors to the east,
west, and north.

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Dumm shoves open the door, locks be damned. (I assume we can take our time with this so he'll succeed eventually.)
"Should hope the fire was by other room's lizardfolk made," Dumm says grimly. "Otherwise we more company have. Dangerous too, by that skull judging."

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Dumm shoves open the door, locks be damned. (I assume we can take our time with this so he'll succeed eventually.)
"Should hope the fire was by other room's lizardfolk made," Dumm says grimly. "Otherwise we more company have. Dangerous too, by that skull judging."
yeah no problem
The skull moves to strike! It rises on a boney spine.
Combat
Pathfinders are up!

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"By the gods what is that?"
Knowledge Arcana or Planes: 1d20 + 13 ⇒ (17) + 13 = 30 -4 if dungeoneering; -6 if religion; if he knows something he tells the group all about it as he runs over there to stab it...
+1 Keen Shock Adamantine Rapier, high ground on the table: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16 vs. FF AC
magic piercing dmg: 1d4 + 6 ⇒ (2) + 6 = 8
electricity dmg: 1d6 ⇒ 4

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Waiting for result of Riltar's knowledge check.
@Riltar: Are those supposed to be negative modifiers for your dungeoneering & religion checks?

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@Muddy: Arcana/Planes would be 30; Dungeoneering is 4 less, so 26; and Religion would be 6 less, so 24. Since the GM didn't present the Skill and DC, I only did one roll and listed all my mods so that he picks the appropriate one, as applicable.

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@Muddy: Arcana/Planes would be 30; Dungeoneering is 4 less, so 26; and Religion would be 6 less, so 24. Since the GM didn't present the Skill and DC, I only did one roll and listed all my mods so that he picks the appropriate one, as applicable.
it's a "big" necrophidius

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With a wave of his gnarled hand, a chill radiates out to his allies, granting blessings against fear and bolstering their weapons.
Casting Bless on the party.

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"Yikes! Big bony snake!" Muddy exclaims as he shudders in slight fear from the sight of the scary creature.
Invigorated from the blessing, he darts to the other side of the room while drawing his bow. Once on the other side, and with a bit of cover from the table, he lets loose a blunt arrow at the bony snake...
+1 Comp. Longbow, bless, DA: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
bludgeoning & DA: 1d6 + 4 + 4 ⇒ (2) + 4 + 4 = 10
sneak?: 2d6 ⇒ (6, 4) = 10
Muddy is small size so he should be able to fit in half a 5' square.

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"Yikes! Big bony snake!" Muddy exclaims as he shudders in slight fear from the sight of the scary creature.
Invigorated from the blessing, he darts to the other side of the room while drawing his bow. Once on the other side, and with a bit of cover from the table, he lets loose a blunt arrow at the bony snake...
[dice=+1 Comp. Longbow, bless, DA]1d20+12-2
[dice=bludgeoning & DA]1d6+4+4
[dice=sneak?]2d6Muddy is small size so he should be able to fit in half a 5' square.
Yroh casts a spell to aid the party and Muddy's arrow hits and the creature takes the damage.
rest of the party is up

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Dumm lets his bestial side take over a second time, transforming him.
Rage! Round 3.
Claw: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 12 ⇒ (2) + 12 = 14

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Lilah comes up and cuts the monster with a bladed hand.
Tail: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 9 ⇒ (4) + 9 = 13

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Claw: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 191d6 + 9 ⇒ (2) + 9 = 11
Claw: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 111d6 + 9 ⇒ (2) + 9 = 11
Sting: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 231d6 + 9 ⇒ (2) + 9 = 11

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Since Muddy's last strike did sneak attack damge, he gets an immediate action to Study Target (+2 atk & dmg rolls).
With his first arrow breaking some of the bony snake's bones, Muddy lets loose a rapid volley of blunt arrows at the creature...
+1 Comp. Longbow, deadly aim, rapid shot & PBS: 1d20 + 8 + 1 + 2 ⇒ (18) + 8 + 1 + 2 = 29
bludgeon: 1d6 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
+1 Comp. Longbow, deadly aim, rapid shot & PBS: 1d20 + 8 + 1 + 2 ⇒ (14) + 8 + 1 + 2 = 25
bludgeon: 1d6 + 8 + 1 + 2 ⇒ (5) + 8 + 1 + 2 = 16
+1 Comp. Longbow, deadly aim, rapid shot & PBS: 1d20 + 3 + 1 + 2 ⇒ (18) + 3 + 1 + 2 = 24
bludgeon: 1d6 + 8 + 1 + 2 ⇒ (6) + 8 + 1 + 2 = 17
"Me hates snakes." Muddy remarks after his arrows shatter the creature's bones.
Woo! Pretty solid attacks there. 45 points of damage.

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Riltar continues his assault on Mister Bones.
+1 Keen Shock Adamantine Rapier, Spell Combat: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23
magic piercing dmg: 1d4 + 6 ⇒ (3) + 6 = 9
electricity dmg: 1d6 ⇒ 2
Concentration DC 15 to cast Arcane Mark: 1d20 + 14 ⇒ (7) + 14 = 21
Spellstrike, Spell Combat: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
magic piercing dmg: 1d4 + 6 ⇒ (2) + 6 = 8 plus Arcane Mark (invisible version)
electricity dmg: 1d6 ⇒ 6

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Revert to normal half-elf form, fatigued for 1 min.
"How that thing got in here?"

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"Not sure Dumm, but they're constructs built by casters, so there's that, if you're wishing for some foreshadowing! Quickly Muddy! check the door while my enchants are still up. After we secure all these halls from enemies we can come back and spend hours to deep-search these rooms..." says Riltar, renewing his shield spell with a flick of his wand and popping it back in his spring-loaded contraption around his left wrist...
Perception to assist Muddy on traps check: 1d20 + 4 ⇒ (13) + 4 = 17

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"Okay, Riltar. We search door."
With Riltar's assistance, Muddy searches the eastern door.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22

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Same SOP GM Questor: feel free to roll for us if that would speed things up.
Muddy traps assist: 1d20 + 4 ⇒ (6) + 4 = 10

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Dumm stays with the group moving down the hall and through the next door.