
GM MattMorris |

Once you enter the room, bumps in the webbing quiver, then rip themselves free, revealing 6 fiendish mites!
Fizzlebottom: 1d20 + 2 ⇒ (20) + 2 = 22
Miri: 1d20 + 10 ⇒ (15) + 10 = 25
High Fool: 1d20 + 4 ⇒ (10) + 4 = 14
Dusty: 1d20 + 5 ⇒ (7) + 5 = 12
Red: 1d20 + 1 ⇒ (3) + 1 = 4
Orange: 1d20 + 1 ⇒ (13) + 1 = 14
Yellow: 1d20 + 1 ⇒ (7) + 1 = 8
Blue: 1d20 + 1 ⇒ (11) + 1 = 12
Pink: 1d20 + 1 ⇒ (6) + 1 = 7
Black: 1d20 + 1 ⇒ (12) + 1 = 13
~+~Combat Round 1~+~
Miri
Fizzlebottom
High Fool
Orange
Black
Dusty
Blue
Yellow
Pink
Red

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Reminder to the Fool - you've got the False Flanker trick implanted in you, which gives you an (illusory) flank buddy for one round once triggered.
Fizzlebottom waits to see whether the High Fool is able to dispatch the fellow blocking the entry way.

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Right. I've been saving it for just such an occasion!
The colorful man steps further into the room and touches his brow. A copy of him appears on the mite's other side, and both of them stab in tandem with their rapiers (one much more real than the other).
Rapier + flank vs flat-footed: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Aw, so close to a crit.

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Miri steps, and leans around a corner as she aims her bow.
Longbow attack on Orange! There's lots of cover.: 1d20 + 8 ⇒ (7) + 8 = 15
Longbow damage: 1d8 + 2 ⇒ (7) + 2 = 9

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Did the High Fool's attack take out the one in the doorway? I assume not but one can hope...

GM MattMorris |

Did the High Fool's attack take out the one in the doorway? I assume not but one can hope...
Yes! They High Fool and Miri both take down their targets.

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Fizzlebottom moves into the room (Is it difficult terrain? I moved assuming it isn't so would have to move back 2 squares if it is.) and gives Red a beguiling look (swift action: hypnotic stare) before shooting him with his crossbow.
crossbow vs flatfooted: 1d20 + 5 ⇒ (14) + 5 = 19
bolt dmg: 1d6 ⇒ 1
If it hits, trigger painful stare for additional dmg painful stare: 1d6 + 1 ⇒ (1) + 1 = 2

GM MattMorris |

Normal terrain in here, as far as I can tell. Though, it sounds pretty goop-y. Are you using cold iron ammunition/weapons, everyone?
~+~Combat Round 1~+~
Miri
Fizzlebottom
High Fool
Orange
Black
Dusty
Blue
Yellow
Pink
Red (-3)

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I'm not, unless someone else had extra cold iron bolts that I could have taken a few of.

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Not small sized ones...
Dusty steps up behind Fizzlebottom, using his elevation and his companion's stature to cleanly shoot over the gnome's head.
'Betsy' (PBS): 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Cold Iron Piercing: 1d8 + 1 ⇒ (2) + 1 = 3

GM MattMorris |

Dusty knocks out another mite. The remaining creatures close in on the party.
~+~Combat Round 2~+~
Miri
Fizzlebottom
High Fool
Orange
Black
Dusty
Blue
Yellow
Pink
Red

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Dusty continues to harry the back line, sending another bolt flying at the mites as they round the corner.
@ blue
'Betsy' (PBS): 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Cold Iron Piercing: 1d8 + 1 ⇒ (2) + 1 = 3
I figure yellow's in PBS range for Miri, and in easy stabbing range for the Fool so...

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Fizzlebottom steps back 5', fixes his stare on Yellow, and sends a blast of colors towards him.
Color Spray DC 16 Will negates; -2 on Will saves from hypnotic stare

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Miri runs forward Technically, just a move action and squeezes between Dusty and Fizz. "Oop, pardon!"
If Yellow is still with it after getting color sprayed, it will get an AoO from this movement and (in the unlikely event it actually has combat reflexes) a second AoO from the arrow shot.
She sets her feet just long enough to get a semi-accurate shot against a mite! Against Pink, since Dusty's attacking Blue.
Longbow, point-blank: 1d20 + 9 ⇒ (20) + 9 = 29
Cold iron arrow, point-blank: 1d8 + 3 ⇒ (2) + 3 = 5
Oooh.
Longbow to confirm: 1d20 + 9 ⇒ (20) + 9 = 29
Additional cold iron arrow damage (x3 crit): 2d8 + 6 ⇒ (7, 7) + 6 = 20

GM MattMorris |

Will (yellow): 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
The yellow mite miracurously shrugs off the color spray and stabs ineffectively at Miri.
dagger: 1d20 ⇒ 12 for piercing: 1d3 - 1 ⇒ (3) - 1 = 2
Meanwhile, Miri obliterates one mite and Dusty severely wounds another.
~+~Combat Round 2~+~
Miri
Fizzlebottom
High Fool
Orange
Black
Dusty
Blue (-3)
Yellow
Pink
Red

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"Wha--HEY, that was my ANKLE!"
Miri kicks ineffectually at the mite. No action, just flavor

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No cold iron here.
The colorful man leaps from one mite to the next. His double quickly winks out of existence.
Rapier vs yellow: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

GM MattMorris |

With a skillful stab, the motley character skewers the mite. Then, the final demonic critter keels over as it runs at the group.
Just as it seems peace might break out, a door squeals open in the southwest corner of the room.
A shifty and stooped man shuffles out the door, followed immediately by a slime-coated demon.
“So, the heroes have arrived. Try not to make a mess when you die—I have great plans for your remains.”
~+~Combat Round 2~+~
Miri
Fizzlebottom
High Fool
Dusty
Green
Red

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"Oh, don't worry sir," the colorful man responds as he moves to intercept the newcomers, sword at the ready. "It is my highest goal to die quite cleanly."
Readied action (rapier stab): 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Max damage 2 for 2!

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Fizzlebottom steps forward, stares at the old man, and attempts to daze him. Hypnotic stare gives -2 on Will saves
Daze spell. DC 16 Will negates. Only works if he is a humanoid of 4 HD or less.

GM MattMorris |

Bah, that should be Knowledge (planes) in the spoiler.
Fizzlebottom's stare takes hold, but his spell has no effect on the villain.

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Miri stares at the thing. Knowledge (planes): trained, even!: 1d20 + 1 ⇒ (17) + 1 = 18
Miri's okay with that change! How about DR? She would probably care about that.
"Hey! You, associating with demons! Who are you?!"
At this level, Miri's got one trick, but at least it's a decent trick.
Longbow attack, rapid shot, point-blank, at red (the dretch): 1d20 + 7 ⇒ (5) + 7 = 12
Longbow attack, rapid shot, point-blank, at red (the dretch): 1d20 + 7 ⇒ (9) + 7 = 16
Longbow damage, point-blank shot, probably cold iron: 1d8 + 3 ⇒ (6) + 3 = 9
Longbow damage, point-blank shot, probably cold iron: 1d8 + 3 ⇒ (7) + 3 = 10

GM MattMorris |

The demon has DR 5/cold iron or good
One of Miri's arrows strikes true on the dretch!
~+~Combat Round 2~+~
Miri
Fizzlebottom
High Fool
Dusty
Green (-10)
Red (-2 Will)

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"Y'know I've heard a lot of plans for what amounts to a dusty pile o' skin in my time. Ain't never had a smug sumb~+~& like you manage to collect it though."
Dusty adds to Miri's fusilade with a grazing shot to the dretch's shoulder.
'Betsy': 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Cold Iron Piercing: 1d8 + 1 ⇒ (1) + 1 = 2

GM MattMorris |

The dretch scoops a lump of demon bile off of itself and throws it at Miri, attempting to make her drop her bow. It then steps in front of its boss.
Grease. Please make a Reflex save!
The odd-looking man says, "Mustn't muss the bodies!" and casts a spell.
Mass Inflict Light Wounds: 1d8 + 5 ⇒ (4) + 5 = 9 Will save for half from everyone!
~+~Combat Round 3~+~
Miri Reflex & Will Saves
Fizzlebottom Will Save
High Fool Will Save
Dusty Will Save
Green (-12)
Red (-2 Will)

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Will: 1d20 + 7 ⇒ (11) + 7 = 18
Fizzlebottom glares at the old man and wiggles his eye brows, as if to say, "Stop that!"
Mental Block. DC 16 Will save negates (with -2 from hypnotic stare)

GM MattMorris |

Will save: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Well, this should be interesting!

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Reflex save: 1d20 + 8 ⇒ (11) + 8 = 19
Will save: 1d20 + 2 ⇒ (7) + 2 = 9
"Ack! That hurts! Who are you?!"
It looks like she takes full from the Mass Inflict, but probably gets to hold onto her bow. Assuming that's the case...
Maybe that dretch isn't the big threat here! Miri changes targets.
Targeting the strange old spellcasting man.
Longbow attack, point-blank, rapid shot: 1d20 + 7 ⇒ (20) + 7 = 27
Longbow attack, point-blank, rapid shot (to confirm): 1d20 + 7 ⇒ (18) + 7 = 25
Cold iron piercing arrow, point-blank: 1d8 + 3 ⇒ (7) + 3 = 10
Cold iron piercing arrow, point-blank (additional crit damage): 2d8 + 6 ⇒ (3, 6) + 6 = 15
Miri's really been rolling in the 20s lately!
Longbow attack, point-blank, rapid shot: 1d20 + 7 ⇒ (5) + 7 = 12
Cold iron piercing arrow, point-blank: 1d8 + 3 ⇒ (7) + 3 = 10

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[dice=Will save]1d20+5-2
Well, this should be interesting!
Yeah, that's an insanely good spell, especially that Mesmerists get it as a first level one.

GM MattMorris |

The old man is strangely affect-less as Miri's arrow slams into him.
~+~Combat Round 3~+~
Miri (-9)
Fizzlebottom (-4)
High Fool Will Save
Dusty Will Save
Green (-12)
Red (-25, -2 Will)

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Will + Charmed Life: 1d20 + 1 ⇒ (16) + 1 = 17
"We mustn't indeed!" the colorful man says. He rushes forward.
Rapier vs red: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

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Will: 1d20 + 4 ⇒ (17) + 4 = 21
Dusty grits his teeth and powers through the dark energy coursing through him. Trusting to Fizzlebottom to keep the old man's magic in check, he continues to harry the demon, sighting in to avoid any thick, blubbery skin.
'Betsy': 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 Targeting Touch
Cold Iron Piercing: 1d8 + 1 ⇒ (7) + 1 = 8

GM MattMorris |

The old man is surprsingly resistant to the damage from the High Fool's rapier, but Dusty's crack shot takes it right through the throat. In a spurt of ichor, the man's skin starts to peel back from the wound.
The wound gapes wider and wider, and eventually the old man's skin sloughs to the ground like an old, droopy sock, revealing a gigantic worm-like creature inside his body!
The gigantic worm quivers and hits the ground; it looks unconcious.
Stabilization: 1d20 + 2 ⇒ (4) + 2 = 6
Meanwhile, the dretch lashes out at the High Fool.
claw 1: 1d20 + 4 ⇒ (18) + 4 = 22 for slashing, piercing: 1d4 + 1 ⇒ (3) + 1 = 4
claw 2: 1d20 + 4 ⇒ (8) + 4 = 12 for slashing, piercing: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 4 ⇒ (17) + 4 = 21 for bludgeoning, slashing, piercing: 1d4 + 1 ⇒ (4) + 1 = 5
~+~Combat Round 4~+~
Miri (-9)
Fizzlebottom (-4)
High Fool (-13) (Pending any parries)
Dusty (-4)
Green (-12)
Red (-35, -2 Will, unconscious, dying)

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Knowledge (planes): 1d20 + 1 ⇒ (17) + 1 = 18
"Ewwwwwww. Vermlek? Verblech! I hate those things. I wonder who the poor body belongs to?"
Miri fires two more arrows at the dretch.
Longbow, point-blank, rapid shot: 1d20 + 7 ⇒ (12) + 7 = 19
Cold iron arrow, piercing, point-blank: 1d8 + 3 ⇒ (1) + 3 = 4
Longbow, point-blank, rapid shot: 1d20 + 7 ⇒ (18) + 7 = 25
Cold iron arrow, piercing, point-blank: 1d8 + 3 ⇒ (2) + 3 = 5

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Seeing that the High Fool is wounded, Fizzlebottom attempts to activate his wand of cure light wounds.
UMD DC 20: 1d20 + 9 ⇒ (14) + 9 = 23
He then moves forward to deliver the charge.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

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Dusty's mouth curves into a close-lipped grin as he snuggles Betsy's stock up to his shoulder and aims to repeat himself with the dretch.
'Betsy': 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Cold Iron Piercing: 1d8 + 1 ⇒ (6) + 1 = 7

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No parries, I'll hold onto my last point for now.
The colorful man turns his blade to the (other) demon.
Rapier: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

GM MattMorris |

With your flurry of attacks, you kill the dretch which disappears with a squelching *pop* when it falls.
The corpse that had been worn by the vermlek demon carries a masterwork rapier. Examining the body, you find a battered and somewhat gooey journal. It reveals that the corpse once belonged to a man named Marcuccio Bravoni, a merchant who owned a warehouse in Sarini's Hollow. Bravoni has several notes about hearing strange noises in his warehouse, and the last entry states that he's going to ge tto the bottom of "that slithering." The merchant’s journal also mention that he saw a strange goblin scouting the town at night.
The remaining room in the basement looks to be a records room. Papers are scattered on the tables within, and the walls are lined with shelves and cabinets filled with books.
On one table, you find drawings and diagrams of some sort of portal, showing a vermlek stepping through what looks very much like the sacrificial pit in the adjacent room. The maps are accompanied by notes in a strange, spidery language.
You also find a rough map of Saringallow with arrows and drawings of mites scribbled on it.
There are six cabinets full of records in the room, all neatly labeled.

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Was the warehouse in part 1 the Bravoni warehouse?
Fizzlebottom tries to make some sense of the strange notes.
Linguistics, Guidance: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
He'll also scan the room with Detect Magic and Detect Psychic Significance.
Finally, he'll look to see the labels on the cabinets. "It seems odd that these are so nicely kept amidst all this chaos."

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Dusty picks through some of the records, hoping some of it is written in Taldane. "This seems like it might be the kinda records and journals we're supposed to be rootin' around for. When we're not taking part in freelance demon-hunting that is."

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Miri sifts through stacks and stacks of papers she can't hope to comprehend. "This looks... formidable. Should we just take it all with us?"
Linguistics is somehow trained, because Miri is silly: 1d20 + 1 ⇒ (14) + 1 = 15

GM MattMorris |

You get the general idea from the notes that the demon was trying to open a portal to the Abyss to bring more vermleks through.
It was the warehouse from part 1, yes.
The records are exactly the ones that you were searching for. Just as you finish searching for them, the manor houses starts creaking ominously. As you pick up the last book, a large chunk of plaster falls from the ceiling onto one of the tables. Small tremors ripple throughout the basement.
So, the house is collapsing, and you need to escape! (This is sort of like a chase, but you make progress every round regardless of your check--you just take damage if you fail! Also, you can be fully healed when we start.) I'm going to be as transparent about this as I can, since I think mechanics like this can be a little frustrating during PBP.
The encounter consists of five obstacles the PCs must overcome, as detailed in the paragraphs below. To overcome an obstacle, each PC must first choose one of two strategies, each of which requires a successful saving throw, ability check, or skill check. Any PC who has chosen the same check type as another PC can voluntarily take a –2 penalty on her check to give a +2 bonus on the other PC’s check. Multiple PCs can help the same character.
Regardless of the check results, each PC proceeds to the next obstacle, but any PCs who failed the check take 1d3 points of damage each. In between navigating the obstacles, it is possible to quickly quaff a potion, cast a single spell, or use an ability that takes no more than a full-round action to function. A PC can drag an ally who falls unconscious through these obstacles, but that PC takes a –4 penalty on checks and saving throws while doing so. This penalty is only –2 if two PCs drag a single unconscious ally.
Obstacle 1: Falling Cabinets A powerful tremor shakes the basement, causing cabinets to topple. (1) To dodge them, a PC must succeed at a DC 10 Reflex save. OR (2) To prop them up, a PC must succeed at a DC 12 Strength check.

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"Very odd, yes. I don't think--" The colorful man stops mid-sentence when the whole basement starts to shake dangerously. "Time to go!" He ducks between some falling cabinets.
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21

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Miri blinks, while holding a document written in Infernal upside down. A small sheet of plaster drops on her head and leaves a cloud of white dust that will never, ever come out.
"The house--the house is really falling down? Well, crap! Let's get--whoa!"
Reflex: 1d20 + 8 ⇒ (17) + 8 = 25

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Fizzlebottom would have healed himself (and anyone else who needed it) beforehand while they were searching the notes.
UMD DC 20: 1d20 + 9 ⇒ (5) + 9 = 14
UMD DC 20: 1d20 + 9 ⇒ (4) + 9 = 13
UMD DC 20: 1d20 + 9 ⇒ (20) + 9 = 29
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
"Whoah, look out for those filing cabinets!"
Reflex: 1d20 + 6 ⇒ (6) + 6 = 12

GM MattMorris |

Excellent.
You all escape the records room without being injured and run into the web-filled room outside.
Grasping Hands: The dying and panicking mites trapped in the demon’s bile web blindly grab at anything they can. (1) To tumble past them, a PC must succeed at a DC 10 Acrobatics check. OR (2)To wriggle away from them, a PC must succeed at a DC 12 Escape Artist check.

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"Yeah, but they're gonna get this slime all over us--"
Acrobatics: 1d20 + 11 ⇒ (5) + 11 = 16