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"Does this beast destroy weapons that strike it?" Urktar seems a bit confused, having never faced an oozy aberration before. He drops his shiny magic ranseur and pulls out a club, takes a 5' step and takes a 2-handed swing at the thing from 5' away. Long Arm
"I only have 2 of these clubs..."
Power attack: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
blunt dmg: 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18

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"Well, it's undead right? I can try my scroll of- no wait, that wouldn't work." Cirri frowns and then pulls out a wand. "Positive energy works, right? I can try to heal it death."
Cirri pulls out her wand of cure light wounds, and calls upon the wind to help her fly.
Drawing a wand and using my Flight Hex.

GM Cody |

Riptide bonks the ooze and it recoils from the damage while Kel tries to fire off an acid splash. an upon double checking, it does indeed have a touch ac of 4 so his acid splash hits.
Cirri flies up with her wand of cure light wounds ready to fight.
Round 2 - Bold is up
Mutahir
Antonella
Rashaam
Vampire Ooze 26 damage
Cirri
Kel
Riptide

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Mutahir looks with distaste at the flask of holy water, forgoing it and instead reaches into his bag to pull out another of the flasks from before, tossing it at the ooze.
flask: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 2d6 ⇒ (5, 5) = 10
Your call if the alkali flasks work GM, but it would seem to make sense to me that they would, since it's just a base based acid to counteract the goopyness of the ooze, even if it's technically a undead one.

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Round #2: AC 30, T 25, Crane Wing - first hit automatically fails in total defense
"Holy water is perfectly safe, Mutahir." Antonella reassures the Rahadoumi.
"As long as you don't get any on your skin."
Can someone please move Antonella 5' to the west to cover Riptide?
Antonella shifts 5' to the west and again adopts the total defense action.
The paladin is content to let the others be the sword, while she acts as the shield.

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"Holy water is perfectly safe, Mutahir." Antonella reassures the Rahadoumi."As long as you don't get any on your skin."
I hope you don't mean to insinuate I'm a demon sister.
He gives her a wry smile to let her know that he is prodding her back, not actually upset.
You will have to be satisfied by our friends using your godly given tools... I have no intention of indulging.
His tone makes it sound more like a temperate man turning down a beer rather than a warrior forgoing a tool.

GM Cody |

Mutahir throws another alakli flask at the Ooze while Rashaam throws a holy flask of water at it! Both damage it while Antonella continues to duck, dodge, dip, dive and dodge out of the way.
Ooze-y touch: 1d20 + 13 ⇒ (20) + 13 = 33
Confirm: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d4 + 3 ⇒ (3, 2) + 3 = 8
Damage: 2d4 + 3 ⇒ (4, 1) + 3 = 8
But even with the potentially brutal ooze-y slap she is able to crane her back and redirect the blow so it doesn't hurt her. Crane blocks even critical's right?
Round 2 - Bold is up
Mutahir
Antonella
Rashaam
Vampire Ooze 37 damage
Cirri
Kel
Riptide

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Kel aims a wand at the ooze and fires a magic missile at it.
mm dmg: 1d4 + 1 ⇒ (3) + 1 = 4

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Mutahir dances around splatting goops of ooze as the thing as ooze is beaten by his comrades.
Nah, swore it off after visiting the mass graves the Sarenites left behind. Figured a weak weapon against undead and evil wasn't worth that kinda price, no matter which divinity was peddling it.
He shrugs as he dances around another splatter.
Besides, alchemy is more effective in this case.

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Fly: 1d20 + 6 ⇒ (1) + 6 = 7
Cirri tries to take off, almost face planting instead. "Ow."
Fly: 1d20 + 6 ⇒ (16) + 6 = 22
Cirri flies right up to the ooze, with her wand ready.
If Cirri can be more than 5 feet above the ooze, she will be. Otherwise she is 5 feet above the ooze.
"Try not to turn into bread pudding, my dear!" Riddywipple wishes Cirri good luck.

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Remember, Holy Water is actually 2d4 dmg, rather than 1d6.
Riptide stretches out his abnormally long arms and clubs the horrifying oozy undead thing over the head of Antonella.
Power attack: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
blunt dmg: 1d6 + 9 + 6 ⇒ (2) + 9 + 6 = 17
Critalicious?: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
blunt dmg: 1d6 + 9 + 6 ⇒ (4) + 9 + 6 = 19
Ruh-roh. Did NOT apply the cover penalty. hopefully still critted, cuz y'know, ooze AC, even if it is a vampire...
duh. no critting ooze, right? Leaving the struck out text there in the very very faint hope I'm wrong about that....

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True, still haven't gotten the ruling if the alkali is 2d6 or 1d6 yet from the boss, but Mutahir would rather use a less effective attack than use a holy item.

GM Cody |

I've been counting it as 2d6. I don't know the official ruling on it but for now I'll just rule in your favor.
Kel fires off a magic missile while riptide continues to bonk the ooze while Cirri flies above it to get better positioning.
Round 2 - Bold is up
Mutahir
Antonella
Rashaam
Vampire Ooze 58 damage
Cirri
Kel
Riptide

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Round #3: AC 35, T 31
Antonella calls down her final holy smite (swift) on the pudding-from-heck, stands her ground and flurries.
"Riptide, while Cirri is up at ceiling height, you might get a clear shot at this thing by striking underneath her."
Defensive Flurry IUS #1+ smite: 1d20 + 13 - 2 + 4 ⇒ (16) + 13 - 2 + 4 = 31
magical bludgeoning damage + first hit smite vs undead: 1d8 + 3 + 6 ⇒ (8) + 3 + 6 = 17
Defensive Flurry IUS #2+smite: 1d20 + 13 - 2 + 4 ⇒ (20) + 13 - 2 + 4 = 35 crit threat
magical bludgeoning damage + smite: 1d8 + 3 + 3 ⇒ (2) + 3 + 3 = 8
Confirm crit: 1d20 + 13 - 2 + 4 ⇒ (15) + 13 - 2 + 4 = 30
magical bludgeoning damage + smite: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10

GM Cody |

And with Antonella and Mutahir's combined might they are able to beat down the undead ooze its form gets more and more unstable until it finally falls away into an ashen dusty form, dead for good this time.
Searching the ooze's prison you guys don't find anything of note, looks like this ooze was imprisoned here and forgotten about for a millennia.
The only place left to explore is the other bricked up wall back by the dead naked cultists.

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Antonella offers Mutahir a *low 5* and Cirri a *hi 5*
"Please try not to get any pudding on your shoes."
Antonella smiles as she heads back to the original bricked up chamber.
"I don't want to read in the Pathfinder Chronicles how we tracked undead sludge all through this delightful old ruin."
Perception for traps at other bricked up wall: 1d20 + 7 ⇒ (13) + 7 = 20

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"Aww! I was gonna heal it to death." Cirri shrugs and then gives Antonella a low-five. She can't leave her hanging! "Don't worry about me- I'm flying!" Cirri heads away before landing.

GM Cody |

Antonella searches the bricked up wall for any signs of traps but doesn't find any.

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Riptide will stand 30' away along the North wall, whispering sweet nothings to Sonic while any traps are dealt with. "Who's a good boy. I'm gonna find you some big fat grubs just as soon as we get out of here."
magic P dmg: 2d4 + 10 + 6 ⇒ (3, 1) + 10 + 6 = 20

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Kel takes a step back, to avoid falling bricks when the wall gets broken down.

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"If you need help with that I can enhance my strength!" Cirri sticks her head out. "A little bit of magic goes a long way..."

GM Cody |

As Riptide busts down the brick wall it takes a few swings but he is eventually able to break down the ancient fortifications.
Behind the broken-down wall, a cave is revealed. Suspended upside down from above—thin, spiked wire cruelly wrapped around them from ankle to neck—are many brutalized corpses similar to those in the previous chambers. As air eddies out from the cave, carrying with it an unsettling odor of ancient decay, the dangling mummified faces, three feet off the floor, stare back. It looks like the cave continues to wrap around and may lead somewhere.

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Antonella falls to her knees before the mummified corpses. "Though your journey up the Mountain was interrupted centuries ago, we will unblock this pass so you may begin your ascent anew, as Irori Decrees."
She rises to her feet, her expression grave. "I vote to begin cutting them down now, so we may put them to rest along with the others."
"I suspect we may encounter a haunt within this cavern. Perhaps we can calm any restless spirits by at least commencing the ceremony to bring them peace?"
"Otherwise, be on guard for a haunt, brothers and sister. I will detect evil and chaos every 60' as we travel the cavern."
Take 10 Perception for haunts & traps: 10 + 7 = 17

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Mutahir looks at the corpses and shakes his head.
May you find your way to the boneyard someday.
He nods and steps up next to Antonella.
I agree on both accounts. I have sadly not mastered the technique of my brethren that allows one to see the aligned auras of others. Please let me know if you spot something.
He follows along with the paladin, sword at the ready.

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Kel follows but lets those with some strength cut down and gently lower the bodies. He keeps an eye out for anything materializing or showing itself.
perception: 1d20 + 12 ⇒ (7) + 12 = 19

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Cirri switches to her longsword. " I'll help. They have suffered for so long. Let's put an end to that first. "

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"Maybe see if anything is lurkin' about before we get to putting these poor meatbags to rest?" Riptide says to the party. Then he shouts, "HELLO! Anything nasty in here that needs killin'?"
He'll stay alongside Antonella, longspear at the ready.
With apologies to the party, but stupid is as stupid does...

GM Cody |

These strange figures, 30 in all, comprise the remaining participants in Tholrist’s bloody sacrificial rites. The wire-bound corpses hang by chains suspended on hooks fixed in the cave ceiling 40 feet overhead. In order to penetrate deeper into the cave, a character must crouch beneath or push aside these veritable curtains of dusty cadavers. The corpses twist and swing when disturbed— the wire and preservation magic keeping their brittle body parts from coming loose.
As you guys round the southeast wall of the cave, you find a ladder made up of iron runs affixed to the rocky face. It descends 15 feet to the platform and ledge below.
Further east, the platform narrows to a rocky ledge, and the floor drops off and is replaced by a 30-foot deep pit with a floor covered in sharp and jagged rocks.
Winding around the lip of the pit, a precarious ledge seems to lead to some hidden alcove in the corner.

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Cirri flies over the pit, maintaining her pace with the party. She keeps her quarterstaff close. Using my Flight Hex.

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Mutahir moves to the ladder and slides down. Once he reaches the ledge he begins deftly walking across, not a worry on his face about the deep fall as he moves.
take 10 for 23 acrobatics

GM Cody |

okay everyone freeze now, there is definitely a thing that happens but I can't make that happen while at work lol
-Posted with Wayfinder

GM Cody |

As Cirri and Mutahir move into the pit area to cross.
Riptide: 1d20 + 2 ⇒ (5) + 2 = 7
Mutahir: 1d20 + 6 ⇒ (2) + 6 = 8
Cirri: 1d20 + 1 ⇒ (3) + 1 = 4
WotC: 1d20 + 2 ⇒ (8) + 2 = 10
Rashaam: 1d20 + 4 ⇒ (8) + 4 = 12
Antonello: 1d20 + 2 ⇒ (17) + 2 = 19
Surprise Round
Antonella
Rashaam
Kel
Mystery Thing
Mutahir
Riptide
Cirri

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perc dc 20: 1d20 + 12 ⇒ (19) + 12 = 31
knowledge religion dc 13: 1d20 + 8 + 1d6 ⇒ (20) + 8 + (6) = 34 how many things can I know with 21 over the target dc? 4?
"It's a haunt! It's tied to several different objects.. maybe even the bodies.. maybe something behind the alcove.. it might be trying to keep us away from what's beyond the pit.. I just can't tell much in the way of specifics"

GM Cody |


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Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge (religion): 1d20 + 7 ⇒ (4) + 7 = 11
Kn (rel) Hardcopy Folio Reroll + GM star: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
"Any more information you can reveal, Kel?"
You hear a steel *clang* as Antonella swiftly activates her wrist-sheath, dropping a wand of CSW into her right hand.
She readies to hit the haunt with positive energy as it manifests. "Let's see if it's ready for enlightenment."
CSW: 3d8 + 5 ⇒ (5, 4, 8) + 5 = 22

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Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Riddy's Perception: 1d20 + 10 ⇒ (5) + 10 = 15
"A haunt? What's that? Where is it?" Cirri floats aimlessly.

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Haunts can be neutralized if you can channel positive energy, but to destroy them you have to fix whatever is making it materialize. I don't know what that is in this case... maybe healing the bodies would do it, or maybe we have to run across the area before it manifests and deal with whatever is on the other side... just need to do something and quick!"
Kel puts his money where is mouth is and starts skirting the edge of the pit.
acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24

GM Cody |

Antonella blasts the haunt before it can manifest with a serious dose of Positive Energy, she believes its neutralized though for how long its anyone's guess!
We are going to stay in rounds because it doesn't neutralized for long
Mutahir and Cirri rounding the pits corner find that set in this cavernous grotto is a statue carved from dark stone depicting a frightening demonic creature tearing a human apart. Tentacles wrap around the figure and others wriggle outward. Each tentacle terminates in a claw, talon, pincer, or other wicked appendage meant to inflict pain. Its circular maw contains rings of jagged teeth which grip an oddly shaped piece of black metal, its surface etched with symbols.
You recognize that piece of black metal to be the last piece of the Acrimony Veil, the right cheek guard!
Round 1
Antonella
Rashaam
Kel
Spooky Pit Haunt Neutralized 10 rounds
Mutahir
Riptide
Cirri