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Satisified that the door presents no threat, Merisiel gestures for the others to catch up.
Then cautiously he pushes it open, ready to jump back if there is a surprise waiting behind it.

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"This place is starting to give me the willies.... I hope there is some treasure somewhere."
Carefully advancing in, she approaches the other door.
Takes ten on perception (21), and then checks a second time, also takes ten on stealth for 22
perception: 1d20 + 11 ⇒ (5) + 11 = 16

Bygone PBP |

Bygonne will pop inside the room, just to the right of the door.

Bygone PBP |

Everyone keeps saying they are moving but all the icons are still in the one room except mine. Have I got the rooms mixed up? I thought we were entering the room to the west of the group. Or is this because of some technical thing? I heard that if you are using a phone sometimes you can't move icons, though I always use a computer so its not something I'm familiar with. If it is a techy thing I can move your icons for you if you ask, but I fear I'm just in the wrong place.

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Looks like a newly revealed room on the map to me. Could be GMBs post got eaten
Assuming the room is empty
Merisiel cautiously crosses the room and then checks out the next door.
Stealth 22, perception 21, and then a second check
2nd perception: 1d20 + 11 ⇒ (2) + 11 = 13

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I moved all the tokens into the empty room.
Merisiel checks the door for traps and does not find any so she opens it. The room behind the door is larger. Three fifteen-foot-diameter platforms lie in this room, each rising three feet high. In the center of each platform, a globeshaped container of murky liquid sits in the embrace of an octopus-shaped brass cradle. Each globe is about two feet across — the two westernmost globes are intact, and a dark, indistinct mass floats in the center of each. The eastern globe has been shattered, and a large stain has spread out around it on the floor. Along the wall near the eastern door sits a tiny wooden cabinet with a message scribbled on its front. A similar one sits beside the western door.
This chamber was the deadliest on the Aspirant’s Path. Originally, the three globes each contained a dangerous monster held in stasis in a strange alchemical brine - representatives of the alien life forms known as brain oozes, which the monks believed dwelled in the Dark Tapestry. Aspirants had to navigate this long chamber in less than a minute, climbing up to touch each globe in turn as they went. An aspirant who could resist the dazing effects of the psychic noise could generally make the trip without a problem, but those who lost focus and became dazed had little chance to catch up before the minute ran out.
The eastern orb was smashed long ago and its brain ooze has since fled. The western orb’s brine spoiled and the brain ooze inside died — its pickled remains float within. The brine in the central orb, though, is still barely functional and the ooze is alive, in a state of near-consciousness.

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"What an odd room" notes Merisiel.
"What did they have to do here? And do you think we have to do it to get past, or can we just walk along the wall and avoid that stain?"

Bygone PBP |

Whatever test there might have been is probably no longer working, or worse, is working wrong. I'd like to send in summoned creature if you don't mind. Have it dash across the room and we can see what happens before we put ourselves in danger.

Al'Khain |

knowledge, religion: 10 + 5 = 15
Al'Khain shares his knowledge of the room's purpose.
"Yes, it might be wise to see what happens to a more weak-willed summoned creature in there if it waits for a minute or so. I suspect the creatures will not be dangerous to us."
-Posted with Wayfinder

Bygone PBP |

Off it goes then!
Bygonne casts Summon Monster I to create a
Primordial Augmented Dog
N Small animal
Init +1; Senses darkvision, low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +3, Will +1, SR 6
OFFENSE
Speed 40 ft.
Melee bite +4 (1d6+3)
Claws evolution: Melee claws 2x +5 (1d4+3)
STATISTICS
Str 17, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +2; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
and tells it to charge across the room. Because of one of the special features for the class, Deluge can communicate with it.

Bygone PBP |

Ooh ooh ooh. I love surprises!

Bygone PBP |

Heard THAT one before. Bygonne smiles at her 'witty' joke.
"Oooph, ooph, you are not the first to tell me so. No, not the first and not the last. Nope nope."

Bygone PBP |

Oh, oh. Time to go. Yep, looks safe!

Bygone PBP |

Foolishly trusting in his summoned ally to spring any traps, Bygone waltzes into the room at a leisurely pace, calling the dog back to his side.

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You attempt to cross the room and everything is fine but suddenly Al'Khain has the desperate desire to destroy the central orb. The brain ooze in the central orb moves faster now.
DC 16 Will save
Init. Felicitas: 1d20 + 5 ⇒ (6) + 5 = 11
Init. Aesabella: 1d20 + 10 ⇒ (9) + 10 = 19
Init. Al'Khain: 1d20 + 0 ⇒ (14) + 0 = 14
Init. Bygone: 1d20 + 3 ⇒ (6) + 3 = 9
Init. Lucius: 1d20 + 4 ⇒ (7) + 4 = 11
Init. Merisiel: 1d20 + 8 ⇒ (13) + 8 = 21
Init. Ooze: 1d20 + 6 ⇒ (15) + 6 = 21
Round 1
Merisiel
-----
Brain Ooze
-----
Aesabella
Al'Khain
Felicitas
Lucius
Bygone

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Do we all make will saves, or just Al'Khain?
will: 1d20 + 3 ⇒ (16) + 3 = 19
Even though Merisiel has the initiative, I'm guessing there is nothing much to actually react to, apart from the ooze moving within the orb?
Merisiel tries to cross the room as fast as possible.
"Hurry up! That thing is starting to wake up."

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Lucius unleashes a volley of arrows at the ooze.
1st attack
with rapid shot and point blank
attack: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d8 + 4 ⇒ (2) + 4 = 6
2nd attack
attack: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 1d8 + 4 ⇒ (7) + 4 = 11
3rd attack
attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 3 ⇒ (4) + 3 = 7

Bygone PBP |

I think our objective at this point would be to grab Al'Khain and drag him away and hope that the number of people mind-controlled does not get out of hand.
To that goal, Bygone will command his doggie to help him drag Al'Khain to the west. Not sure how much more time he gets with the dog since it is a measly 4 round duration.
Bygone's roll:
Drag: 1d20 + 3 ⇒ (6) + 3 = 9
Dog's help as an aid:
Aid to Drag: 1d20 + 2 ⇒ (19) + 2 = 21

Al'Khain |

Al'Khain steps up to the glass and tries to shatter it with his huge katana.
crit confirm: 1d20 + 7 ⇒ (19) + 7 = 26 for magic, slashing: 2d6 + 8 ⇒ (6, 1) + 8 = 15
Can we get a token for Al'Khain's wolf?

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let's see if this makes sense...
While you are about to pass the orb and leave it behind Al'Kain suddenly decides to break the glass and release the brain ooze. Bygone and his dog attempt to hold him back, but are not fast or strong enough. Al'Khin breaks the glass and with a lot of liquid the brain ooze drops to your feet. Lucius immediately starts to shoot arrows at the thing. Two of the arrows hit the creature.
Round 1
Merisiel
-----
Brain Ooze -13HP
-----
Aesabella
Al'Khain
Felicitas
Lucius
Bygone

Bygone PBP |

Oh oh. Not good, not good.

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With a sigh, Merisiel heads back to the ooze.
"And they say halflings can't keep their hands in their own pockets."
She gives the ozze a quick stab with her rapier.
attack: 1d20 + 9 ⇒ (9) + 9 = 18 <-extra +2 if she can get a flank. It doesn't look like she has one, but presumably Al'Kain must be nearby to have broken the globe.
damage: 1d6 + 5 ⇒ (2) + 5 = 7

Bygone PBP |

Don't forget you are inspired. I don't think you added the +1/+1, Merisiel.

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Merisiel heads back and stabs the ooze, but somehow the gray mass dodges the attack. even a 21 would not hit
The ooze tries to attack Merisiel with its tentacles.
Touch #1: 1d20 + 13 ⇒ (3) + 13 = 16
Touch #2: 1d20 + 13 ⇒ (18) + 13 = 31 Damage: 1d6 ⇒ 5 + neural pulse; DC18 Fort save
Round 2 (insp. +1/+1)
Merisiel
-----
Brain Ooze -13HP
-----
Aesabella
Al'Khain
Felicitas
Lucius
Bygone