
DoubleGold |

Loud and raucous conversation filters through the door from the common room of the Uscalin Lodge, which doubles as the Ace of Dreams gambling house. “I know it’s here. I had it just a moment ago.” Venture-Captain Shevar Besnik lifts piles of papers and numerous boxes off of his desk, stacking them on various side tables and chairs in his clean but overly cluttered office. The tall, Varisian man’s face parts in a toothy grin as he lifts up a solid oak box. “Found it!” As if to punctuate his discovery, a crowd of players in the gambling hall erupts in cheers. Distracted for a moment, Besnik stares at the closed office door that leads to the common room. “Desna laughs. Well, she laughs at me, but she smiles on them.” The venturecaptain shrugs. “All they have is gold; what I have in here is far more valuable.”
Besnik opens the box’s lid painstakingly slowly, careful to keep the contents out of sight. With reverence, he lifts a large tome from the box and gently sets it on the table. “Careful, the binding hasn’t held up well. This is one of the few Tomes of Righteous Repose left in the world. I’m pretty sure there’s one in the library of the Sancta Iomedaea in Vigil, but I’m—well, let’s just say I’m no longer welcome there. That’s a story for another time.
“Up until today, I’ve only skimmed the pages. I didn’t want to damage it, but now that you’re here, I can’t wait any longer. Care to plumb the depths of this most ancient and wonderful storybook? Oh, the marvelous adventures we will soon read! This tome is a collection of tales describing how various crusaders died gloriously and honorably. I’m hoping to find some clues in the text that will lead us to an as-of-yet undiscovered site or relic. Maybe we can trade a bit of what we find with the Knights of Ozem and earn ourselves some goodwill. After what happened last time, we need it.
“Care to peruse the pages with me?”

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Prilla climbs on a chair to have a closer look at the ancient tome. She is a nut brown haired, freckle face halfling girl who is currently wearing druidical robes that are covered with images of butterflies and flowers. A flower garland is on her head, a symbol of Desna around her neck, and a starknife at her hip.
Desna does like a good laugh Venture Captain sir she says shyly. And I have to admit, I do enjoy a good book.
She paused for a bit.
Dare I ask why we are ... not in good favor with the Knights of Ozem?

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Igor steps up to examine the book. This wizard is no stranger to the pursuit of knowledge in what ever form it takes.
"May Irori guide our hand in this most interesting exercise."

Tiny Pebble |

Tiny Pebble's blue eyes sparkle with excitement at the prospect of adventure. He stands patiently beside his master in the meanwhile.

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Hmmm...Standing there picking meat out of his teeth with his pinky claw, is a well built purple Tiefling. Ill let the scholars look at the ancient book, it's not really my thing. He flicks a shred of meat on the floor, but awaits further information.

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A child-size bush of barbed thorns stuffed inside a full plate armor with large sword and wooden shield strapped on their back is hanging back while others examine the book. "What happened last time with Knights?" they ask in surprised tone

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Dare I ask why we are ... not in good favor with the Knights of Ozem?
"Somebody probably found out that one of those 'glorious and honorable death' stories was more smoke than flame, and it dimmed the Order's glow a bit," Chuckles a somewhat unnatural-looking, yet stunning-looking woman as she sips some potent, smoky spirit from the bar. "Or knowing them, perhaps someone had the sheer temerity to put a slain foe to constructive use!"
Her blackish-red hair is like embers, her eyes an eerie gold, her ashen skin reminiscent of fine ceramic. She is outfitted in a gilded breastplate over a tight, strategically-cut outfit of high-quality embossed buckskin; to the side of her seat rest a broad, black shield shaped like a sunburst, and a gleaming black longsword.
The hand not holding her drink cradles a heavy golden icon in the shape of four crossed swords, which the theologically-versed will recognize as the unholy symbol of Ymeri, Queen of the Inferno, Elemental Lord of Fire.

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k religion: 1d20 + 6 ⇒ (13) + 6 = 19
Prilla gives the aasimar a look over then her eyes light on the unholy symbol. She then turns back to the book, extremely embarrassed and hoping she wasn't caught staring.

DoubleGold |

He answers Prilla Frost's question Well to know why we aren't in good standing, I'd have to explain who they are and what happened.
“They’re an order of Iomedaean knights based in Vigil. That’s about it; they aren’t typically an exciting bunch.”
“Have you heard of the Boartusk Twins? Garl and Shrade saved the lives of one of my teams a few years back, so I offered them field commissions. Then they got us in trouble by using wayfinders like badges of authority. I shipped them down to Old Mutton Chops for some training, but gaining the knights’ trust again is taking time.”
This also answers some of the questions that you all asked in a similar manner, ie Knight Thronerose's question.
Prilla didn't ask this question, but with her religion check, she would know what is going on with one of the questions that involve religous history, so here is an answer to a question you didn't ask.
Why is the Tome of Righteous Repose important? “Well, early
crusaders had amazing adventures fighting the Whispering Tyrant, orcs, and a whole host of other threats, but they don’t have very many records that aren’t as dry as an Iomedaean’s hip-flask. This tome gives us important insights into the crusaders’ adventures. Rellakarabee Fustbickle, the gnome author, interviewed dozens of crusaders and wrote about the most heroic and tragic deaths in this book. It wasn’t very widely published, so it’s been difficult to get my hands on it. The poetry is a bit purple, too. Not really my style—but perhaps it’s something you’d be able to interpret?”
He then looks at Vrothum and speaks an answer to a question, even though he didn't ask one.
“The book! Well, it’s a bit delicate; no telling how long the pages will last. I wanted to make sure we had multiple sets of eyes on it in case it gets damaged. So I don't blame you. I haven't looked through it until now.
Any More questions? Also roll Diplomacy, Knowledge Local or Linguistics as a 1st check. And a 2nd check roll Knowledge History or Religion.

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I'd recommend getting it copied as soon as possible Venture Captain sir Prilla says quietly. Especially if it's that rare
k local: 1d20 + 6 ⇒ (17) + 6 = 23
k history: 1d20 + 6 ⇒ (14) + 6 = 20

DoubleGold |

That was pretty good Prilla.
Diplomacy/Local/Linguistics
15+: Rellakarabee Fustbickle is a gnome poet, known mostly among literary scholars. His subject matter revolves around heroic figures and tragic deaths. His style is too melodramatic to gain significant acclaim, though he is popular in some circles.
20+: Fustbickle based his poems on true stories from the Shining Crusade. However, the finer details are ambiguous at best. Rumors suggest he was on speaking terms with the mortal Iomedae.
History/Religion
10+: Lastwall was established in 3828 ar, when it seceded from Taldor. It is a military dictatorship, primary focused on keeping the Whispering Tyrant locked away and the orc hordes of Belkzen at bay.
15+: Lastwall originated from the remnants of crusaders living in the area after the conclusion of the Shining Crusade, the great war against theevil wizard-king TarBaphon (also known as the Whispering Tyrant, who rose after his death as a lich).
20+: Lately, Lastwall has had to recruit less pious individuals to fill its ranks. On the borders, followers of Gorum and Kurgess are more common than paladins of Iomedae and Sarenrae.

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Hmmm...Standing there picking meat out of his teeth with his pinky claw, is a well built purple Tiefling. Ill let the scholars look at the ancient book, it's not really my thing. He flicks a shred of meat on the floor, but awaits further information.
"Not my thing, either!", a dwarf with black hair and pale skin answers. He is wearing hide armor and also carrying a very long hammer made of adamantine, some fine dwarven craftsmanship. When poetry is mentioned, his eyes light up and grinning he exclaims:
"For colorful poetry
Just call the cavalry
If you wonder who that could be
Ask a great poet - me!
HAHAHAHA!"
He laughs loudly at his own crude humor, then he stops and introduces himself briefly.
"My name's Dimak Doomhammer.
This beauty here is why..."
He pats the massive head of his hammer.
"I don't have much glamor
But I make enemies cry."
As I already warned you: Dimak just loves to make crude jokes, mostly in the form of short rhymes. (Gotta show his extremely low CHA somehow!)

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Linguistics: 1d20 + 1 ⇒ (14) + 1 = 15
Thornrose tells what they know about Rellakarabee Fustbickle.

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Igor nods as this all seems incredibly obvious to him with but a moment of thought.
"Yes, I think we have all the information that we can gather here. Good job Prilla and Knight Thornrose."
"I hope everyone is ready for an adventure."

DoubleGold |

You enter the dungeon. Given the familiars ability, Dimak and whoever else was next to him, you can reposition yourselves if you want or switch places with someone, you can go to the back if you want. You won't get a surprise round cause those creatures are looking right at the entrance, unless you cast invisibility before entering those squares, but this assumes the creatures don't have blindsense, but you know there are 2 creatures around the corner. However, this does mean you can buff up if you want, cause init doesn't start until Dimak and the person next to him are in those squares. Dimak and whoever else is next to him, if you want to be in front go ahead put. Otherwise, you can switch places with someone else.
Room 1 is hazardous, if you move more than half your speed I need an acrobatics check or you could fall prone and take damage.
init: 1d20 + 1 ⇒ (8) + 1 = 9 init of the two creatures, they are the squares around the corner. Everyone roll init. The images will be revealed as soon as every is placed and init is rolled, you know there are creatures around the corner, but the familiars ability doesn't reveal what the creature is, which is why I've revealing the image after init is rolled.
I also added a 3rd creature on the map, it will not enter init with the other 2 creatures unless you go on the other side of the red lines, but I checked the range on that familiar, and the familiar does know it is there.

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Igor casts multiple spells on both himself and Tiny Pebble right before they enter the dungeon. Light spills from his half-sheathed dagger as he prepares himself for the first combat. Four copies of Igor move in unison with their creator.
Mirror Image: 1d4 + 2 ⇒ (2) + 2 = 4
False Life CL 3, Temp HP: 1d10 + 3 ⇒ (8) + 3 = 11
Initiative, expending Heightened Awareness: 1d20 + 14 ⇒ (12) + 14 = 26

Tiny Pebble |

Tiny Pebble waits in front of his master. He senses some creatures with his tremorsense and is prepared for combat.
@DoubleGold - Typically familiars act on their master's initiative but I can roll initiative for Tiny Pebble if you like. :)

DoubleGold |

Tiny Pebble waits in front of his master. He senses some creatures with his tremorsense and is prepared for combat.
@DoubleGold - Typically familiars act on their master's initiative but I can roll initiative for Tiny Pebble if you like. :)
nan, it acts on your count.

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Prilla gives the aasimar a look over then her eyes light on the unholy symbol. She then turns back to the book, extremely embarrassed and hoping she wasn't caught staring.
"Ours is not normally a missionary faith," Nemesis says casually, "but if your tinder's caught the Spark, I could tell you all about Her...."
/FlashbackNow:
Initiative!: 1d20 ⇒ 1 Yaaaaayyyyyyyy.

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Initiative: 1d20 + 5 ⇒ (5) + 5 = 10Is something going on? Okay I'm ready when you are.

DoubleGold |

Dimak init: 1d20 + 5 ⇒ (15) + 5 = 20
Everyone except Nemesis is up You see 2, plant like creatures

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Thornrose strikes the plant on right.
+1 bastard sword, bless: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
slashing: 1d8 + 4 ⇒ (3) + 4 = 7

Tiny Pebble |

Tiny Pebble advances with Thornrose to put the hurt on the creature on the right.
Slam,Bless,Earth Mastery, Power Attack: 1d20 + 7 + 1 + 1 - 1 ⇒ (2) + 7 + 1 + 1 - 1 = 10
Slam,Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14

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Igor examines these creatures and then blasts the plant creature on the right side with a quartet of missiles.
Magic Missile, CL 7, Intense Spells: 4d4 + 4 + 3 ⇒ (2, 4, 1, 4) + 4 + 3 = 18
Knowledge Check, Nature: 1d20 + 15 ⇒ (8) + 15 = 23
Mirror Image is up, 4 images
@DoubleGold - Please color border your monsters. It will make life easier for everyone. :)

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DM, would you permit me to have done this before we entered?:
Before entering the tomb, Nemesis draws forth a fire-blackened human skull, which she dusts with a generous handful of natron while praying over it in Ignan; upon completion, it floats out of her palm and begins spinning in slow, purposeful orbit around her.

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When I get access to my laptop I'll copy a picture of my guy and place him in front of plant creature on left. To protect our casters.
Vrothum lets out a roar as his scales take on a metallic bronze sheen, and his claws and fangs elongate and also become metallic. He lashes out at the plant creature!
Blood Rage Power Attack Bite: 1d20 + 14 + 1 - 2 ⇒ (12) + 14 + 1 - 2 = 251d8 + 12 + 1 ⇒ (1) + 12 + 1 = 14

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Given the familiars ability, Dimak and whoever else was next to him, you can reposition yourselves if you want or switch places with someone, you can go to the back if you want. You won't get a surprise round cause those creatures are looking right at the entrance, unless you cast invisibility before entering those squares, but this assumes the creatures don't have blindsense, but you know there are 2 creatures around the corner. However, this does mean you can buff up if you want, cause init doesn't start until Dimak and the person next to him are in those squares.
Dimak surely would like to buff himself up before combat! He will hand out a few wands to our casters for that - one of these can be used on every party member (if they want to get this buff, of course): Lucky Number. Just roll a D20, everyone, I'll mark off the charges.
Wand of bless ---> Prilla
Wand of infernal healing ---> Igor (for arcane emergency healing)
Wand of enlarge person ---> Igor, please use it on Dimak before he enters the first room.
Dimak's Lucky Number: 1d20 ⇒ 17

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Hm... two enemies so close to the entrance? I'll better use a weapon without reach for this fight!
Dimak enters the room wielding his cold iron nodachi. When the large barbarian sees the creatures, his facial expression changes to fury. free action to enter rage
He 5-foot-steps forward and hacks at the plant creature on the left.
"I'll cut you down, stupid pest plant!"
enlarged Rage MW cold iron Nodachi + RA + PA: 1d20 + 13 + 2 - 2 ⇒ (12) + 13 + 2 - 2 = 25
Slashing or Piercing, cold iron: 2d8 + 10 + 6 ⇒ (2, 8) + 10 + 6 = 26 Slashing
Iterative enlarged Rage MW cold iron Nodachi + RA + PA: 1d20 + 8 + 2 - 2 ⇒ (1) + 8 + 2 - 2 = 9
Slashing or Piercing, cold iron: 2d8 + 10 + 6 ⇒ (1, 1) + 10 + 6 = 18 Slashing
AC 11, touch 7, flat footed 9 (+4 armor, +2 Dex, -2 Rage, -2 RA, -1 size)
AC vs crit 13, touch 9, flat-footed 11 (+4 armor, +2 Dex, -2 Rage, -2 RA, -1 size, +2 circumstance helmet)

DoubleGold |

DM, would you permit me to have done this before we entered?:
Before entering the tomb, Nemesis draws forth a fire-blackened human skull, which she dusts with a generous handful of natron while praying over it in Ignan; upon completion, it floats out of her palm and begins spinning in slow, purposeful orbit around her.
It is one hour per level, so yes, it would make sense. It would probably last you the whole dungeon, so it makes sense.
Updating now...please wait.
Knight Thornrose hits, but as his weapon does slashing, he deals no damage.
Tiny Pebble does not hit.
But magic missile takes chunks out of the right one. She also identifies it ASCOMOID and you learn 2 things about it.
Vrothum moves up and bites the right one, his piercing damage makes the thing take all of it.
Dimak learned it has resistance to slashing after Knight Thronroses attack, but not piercing after Vrothum does his attack, he don't know about blunt yet, but as his weapon does piercing, he makes the weapon do piercing. I know you said slashing, but I'm doing this as if it were real time, you're character would have found that out if we were on roll20 or foundry as you posted last. In play by post, these things happen.
Dimak, You killed one.
Last plant goes It wants to trample, but it can't trample a large creature, so it has to do a slam against Dimak hit: 1d20 + 8 ⇒ (14) + 8 = 22 dmg: 2d8 + 6 ⇒ (7, 6) + 6 = 19 Blunt damage. All heroes are up Remember, if you move more than half your speed, make an acrobatics check not to fall. The first round, anyone could have started just before where the entrance meets, so no one seemed to move more than half their speed.

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Nemesis knows just what to do with a belligerent plant - from her raised palm erupts a sudden and intense burst of purest elemental FIRE!
Fire Bolt (ranged touch attack), bless: 1d20 + 6 ⇒ (20) + 6 = 26
CRITICAL THREAT!: 1d20 + 6 ⇒ (2) + 6 = 8
fire damage: 1d6 + 4 ⇒ (6) + 4 = 10
Critical damage?: 1d6 + 4 ⇒ (5) + 4 = 9 + 10 = 19 on confirmed critical (unlikely, but touch VS a big plant, so maybe...?
---
Quick flashback:
Lucky Number. Just roll a D20, everyone, I'll mark off the charges.
Oh my Elemental Lady, how could I have forgotten!?
Nemesis holds up a hand of dismissal at the dwarf's wand as she draws her own: A long, thick stylus of brass, etched in silver and gold with tiny, spiraling runes and tipped with a cube-cut fire opal, which she points directly into her own eye as though it were a spyglass...I'll spare you a charge:Nemesis's lucky number: 1d20 ⇒ 7
/flashback

DoubleGold |

Nemesis actually does crit with a 13 vs touch using the lucky number 7
However, although you would expect the plant to be vulnerable to fire damage, cause that makes sense, the plan is actually resistant to fire. She effectively does 9 damage.

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Unfortunately, Lucky Number works differently:
You are able to tweak tiny variables affecting a creature’s immediate future in order to grant the target a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when the target creature rolls that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 luck bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number at a time. If lucky number is cast on a creature already affected by that spell, the new number replaces the previous one.

Tiny Pebble |

Tiny Pebble does not want to get rolled over by this big bruiser and the Ascomoid is slightly out of reach for his stubby legs. The earth elemental takes a few steps and melds into the wall disappearing from view.
Tiny Pebble has Earth Glide and can swim through rock, stone or earth as if it were water. :)
Lucky Number Roll: 1d20 ⇒ 6

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@DoubleGold - Igor has a slightly androgynous appearance with long hair (like Tolkien elves) but is fully male. :)
The wizard notices the plant creatures immediately.
"Yes those are Ascomoid. It is such a pleasure to actually see one alive in the field."
Igor will take Special Attacks and anything the creature is Immune to as his discoveries with his knowledge check.
The wizard bombards the creature on the left with another volley of missiles.
Magic Missile, CL7, Intense Spells: 4d4 + 4 + 3 ⇒ (3, 3, 4, 1) + 4 + 3 = 18
Lucky Number Roll: 1d20 ⇒ 17

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"Ouch! That hurt! Now you die, stupid plant!"
Dimak turns around, 5-foot-steps further into the room and stabs the other plant creature
enlarged Rage MW cold iron Nodachi + RA + PA, bless: 1d20 + 13 + 2 - 2 + 1 ⇒ (14) + 13 + 2 - 2 + 1 = 28
Piercing, cold iron: 2d8 + 10 + 6 ⇒ (1, 4) + 10 + 6 = 21 .
Iterative enlarged Rage MW cold iron Nodachi + RA + PA, bless: 1d20 + 8 + 2 - 2 + 1 ⇒ (11) + 8 + 2 - 2 + 1 = 20
Piercing, cold iron: 2d8 + 10 + 6 ⇒ (4, 5) + 10 + 6 = 25
at 67/83 HP (thanks to DR 3/-)
AC 11, touch 7, flat footed 9 (+4 armor, +2 Dex, -2 Rage, -2 RA, -1 size)
AC vs crit 13, touch 9, flat-footed 11 (+4 armor, +2 Dex, -2 Rage, -2 RA, -1 size, +2 circumstance helmet)

DoubleGold |

The magic missile, plus the starknife, plus Dimak's attacks kill the plant.
Combat over You still need an acrobatics check to move more than half your speed in room 1, but as we are not in combat, you can freely move your token about, I assume you are moving half speed. I assume the party is moving along within close proximity, so if you run into trouble, everyone can reposition their tokens. You see broken blades and everything laying on the floor. Hence why moving more than half your speed can be bad.
Update coming. In this room at the top of the stairs that lead nowhere, you see a container of liquid. It is the water bottle on the map. Hey everyone, look a treasure. You didn't have to make a perception check to find the treasure, you didn't even have solve any puzzles. You conquered the 1st combat and there is a treasure just lying there on the floor. All you have to do is place your token next to the treasure. It is as easy as that. The treasure is not even heavy. So what are you waiting for, place your token next to the treasure and claim your treasure now. Update done.

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lucky number: 1d20 ⇒ 8
After his sword failed to damage the plant, Thornrose waits a moment if more enemies appear. He move very carefully expecting someone else to check the treasure while he explores near other stairs.

Tiny Pebble |

Tiny Pebble moves to guard his master.

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Igor expends two pearls of power to recover his Magic Missile spells. He also casts Heightened Awareness from a scroll preparing for the next combat encounter.

DoubleGold |

Prilla moves carefully to the treasure to pick it up.
I guess you couldn't read between the lines and check for traps via perception. Give me a reflex save, dc 20 or fall into a spiked pit trap.
If you fail falling: 5d6 ⇒ (5, 3, 4, 1, 4) = 17 piercing dmg from spikes: 1d6 + 5 ⇒ (5) + 5 = 10