| GM Fanguar |
Baz explodes in burst of gore that quickly turns to smoke and disappears completely.
The pair of imps share a startled look and disappear from view. You hear the flapping of leathery wings as they make a break for the door.
You may attemp AoOs against the invisible imps, but otherwise, combat is over.
XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
ECOLOGY
Environment any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure standard
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
| Clement Twice-Born |
Clem will pass on the AoOs, likely preferring to aid Rhesus's AC or something along those lines.
Clement wipes some of the gore from his armor, at least the larger chunks, and looks at Rhesus.
"WOW!"
After patting him on the back, he keeps his shield at the ready for a few moments before finally sighing, shrugging and relaxing.
"Some lord eh guys? Except... we're still out a shard."
| Bibic |
Bibic searches the chamber for the shard, and is clearly frustrated at it's lack.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12 (just in case...)
"Where is the damn thing? The other was much easier to find than this one. Nice hit Rhesus, nice hit indeed."
He watches the imps flee and is glad to save his arrows.
| Spasi Gaten |
"Pretty awesome, right?"
Spasi whistles deeply as Rhesus lays down the big blows.
That's why Dr. Toffitt assigned him to this team. Nice work, Dr. T, you mummified old bastard.
"Nice work, Rhesus. Darn nice work,"Spasi says while unloading his crossbow and putting it away.
"Say, Bibs, can you use your power thingy to tell us which direction the shard lies? Are we even close?"
| Bibic |
"Say, Bibs, can you use your power thingy to tell us which direction the shard lies? Are we even close?"
"Sadly the shard doesn't work like that. I know we're in the right complex, but where in here is anyone's guess."
Bibic takes out the shard anyway, and confirms we're still in the right general area.
| GM Fanguar |
You've been to C13/14/etc. That's where the underwater access was. You have to the southern part of the level yet to explore, 19 and up, but first.
Realizing that the key found in the fountain appears to be like a giant version of a clock key, you hustle back to the storage room where you found the rundown clockwork machine. Taking the key, Spasi finds that it fits into the back of the contraption and with several twists, he winds it back up. The creature springs to life after a few shuddering fits and starts, then stands motionless. It does nothing else, but when, frustrated, you decide to leave it rumbles to life and begins to follow you. It appears that Spasi has made a new friend.
The clockwork servant (beastiary 3) functions as a bodyguard, attacking any foes who attack the person it's "imprinted" upon. It won't stop to repair itself until it's brought below 6 hitpoints, but otherwise follows the person who wound it faithfully until it winds down (12 hours), at which point it imprints upon the next person to wind it.
| Spasi Gaten |
"Oh yeah, we already went this way...it's tricky in these dungeons, huh? If we weren't with me, we'd probably be lost all the time," Spasi says while winding the key in the mindless automaton (no, not Noya, the construct).
"Is this thing following me? That's pretty cool, huh? I told this thing was totally sweet. Now, I wonder if I can find a dress to put on it." Spasi scratches his chin, thinking about the previous levels and wondering where he might find some women's clothing.
"We're going to have to name it too. Say, Bibs, do you have any of them cool Elvy names for it? Like 'Gladrasyphillus' or something?"
| Bibic |
"We're going to have to name it too. Say, Bibs, do you have any of them cool Elvy names for it? Like 'Gladrasyphillus' or something?"
"Well, I don't know how elven it is, but I knew a bard named Kymeruse once. There was also a Oashuyere and a Bekydywy. They were sisters. Oh, I knew a Nocudufa once too. She was nice, but a little slow."
| Clement Twice-Born |
Clement stands in amazement as the construct springs to life and seems set upon guarding Spasi as if Spasi were the center of the universe to it.
"That's amazing! I haven't seen one of those since that day in the..."
As vivid memories of the burning building dance in Clement's mind, he shudders and cuts his sentence short.
Then, he remembers he didn't die that day, but was saved and steps bravely up next to Rhesus.
"In a long while. They're super loyal and will probably do anything to defend you and keep you safe."
Clement stands next to Rhesus, shield ready, oblivious to any similarity.
| Rhesus Ghawn |
"Yeah Clem, not sure I'd trust one of them. Don't worry buddy, I won't let you let me down, do you don't have to worry about replacing me with one of them!"
"Don't worry Noya, shouldn't be a problem unless Spasi mistakes it for one of his temple girls."
| Spasi Gaten |
Spasi points the team to C18, if not then C19.
"Sure are a lot of rooms in here. And no one knows where the shard is," Spasi grouses. "Well, at least I got my clockwork butler with me. Good ol'...uh...uhm..." he sputters, trying to find the right name for his new follower as nothing Bibic suggested had the right zing and panache that he was looking for.
"Maybe I'll call you Calistra's Handmaiden for now. Until we figure things out."
| Noya Aurora Evangeline Bridget |
Noya lets a slight laugh at Rheses's poke a Mr Gaten
"Ha"
| GM Fanguar |
C19
Moving on, you pass down a tunnel that eventually opens up into an area of unworked stone. Stalactites of various sizes hang from the irregular ceiling of this cavern, dripping slowly onto the stone floor to form a pair of shallow pools. Sheets of fungus grow in a riot along the walls and floor of these dank caves, while what appear to be the mineralized bones of some huge monster lie slumped to the northwest. The cavern curves around the bend and a still pool lies against one wall.
| Spasi Gaten |
Spasi puts his arm around his new companion, feeling pretty lucky.
"Nah, what can possibly live in this dump? We're probably going the wrong way."
Spasi takes a look around then guides the party to C20.
| GM Fanguar |
As Spasi begins to poke a bout, an amorphous blob rises up and slithers forward.
Rhesus: 1d20 + 2 ⇒ (13) + 2 = 15
Spasi: 1d20 + 4 ⇒ (14) + 4 = 18
Bibic: 1d20 + 3 ⇒ (12) + 3 = 15
Noya: 1d20 + 2 ⇒ (12) + 2 = 14
Clement: 1d20 + 0 ⇒ (12) + 0 = 12
Enemy: 1d20 - 5 ⇒ (18) - 5 = 13
Combat Round 1
18 Spasi
15 Bibic
15 Rhesus
14 Noya
13 Ooze
12 Clement
Everyone but Clement is us
XP 1,200
N Medium ooze
Init –5; Senses blindsight 60 ft.; Perception –5
DEFENSE
AC 5, touch 5, flat-footed 5 (–5 Dex)
hp 50/50
Fort +9, Ref –4, Will –4
Defensive Abilities ooze traits; Immune cold, fire
OFFENSE
Speed 10 ft.
Melee slam +6 (1d6+4 plus 1d6 acid and grab)
Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
STATISTICS
Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can't be tripped)
SQ transparent
ECOLOGY
Environment cold marshes and underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Acid (Ex) The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 20 Reflex save. The ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.
| Bibic |
Round 1, Initiative 15
HP: 20/20; AC: 15 (T13/FF12)
F: +3, R: +6, W: +3
Back Row
Opponent: None
Full: Longbow: 1d20 + 4 + 0 ⇒ (10) + 4 + 0 = 14 (point blank, curse) damage: 1d8 + 1 + 0 ⇒ (2) + 1 + 0 = 3 (point blank, curse)
Longbow: 1d20 + 4 + 0 ⇒ (19) + 4 + 0 = 23 (point blank, curse) damage: 1d8 + 1 + 0 ⇒ (2) + 1 + 0 = 3 (point blank, curse)
Weapon Equipped = Bow
Cold Iron Arrows = 18/20
Silver Blunt Arrows = 6/8
Adamantium Salted Arrows = 6/6
Ghost Salted Arrows = 6/6
Bardic Performance = 5/12
Shard Major Image = 1/1
Bard Spells Remaining: (First: 3/3) (CL 3, Con: +6, SR: +5)
0) Detect Magic, Light, Mending, Prestidigitation, Spark
1) Cure Light Wounds, Feather Fall, Grease
”Dear god what is that? Definitely the breeding ground for something!”
Knowledge Dungeoneering: 1d20 + 2 ⇒ (4) + 2 = 6
Bibic shrugs and lines up two shots hoping to wound it enough for the front line to take out.
| Spasi Gaten |
Round 1, Init 18
"Wow, look at that. It's one of them silver blobs."
Spasi draws and loads his crossbow.
| Rhesus Ghawn |
Round 1
HP 36/36 DR 1/-, 2/lethal
AC 16/T12/FF14 (+1 from CC)
CMD 18
F +6 R +2 W -1
Rage: 11/11
Row: Front
Opponent: Ooze
"What's it eat, gristle and dust?"
Mwk EB PA: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15
| GM Fanguar |
Rando: 1d2 ⇒ 2
The ooze envelops Noya. Its very touch is agony and she screams as her armour and skin begin to hiss and smoke.
Slam vs Noya: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10
Grapple: 1d20 + 10 ⇒ (16) + 10 = 26
Constrict: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7
REF Save DC 20: 1d20 + 6 ⇒ (2) + 6 = 8
Noya's armour and clothes take 9pts of damage
Forgot that each time you hit the ooze you need to make a DC ref save or your weapon takes 1d6 pts of damage
Combat Round 2
18 Spasi
15 Bibic
15 Rhesus
14 Noya
13 Ooze
12 Clement
Everyone is up
XP 1,200
N Medium ooze
Init –5; Senses blindsight 60 ft.; Perception –5
DEFENSE
AC 5, touch 5, flat-footed 5 (–5 Dex)
hp 25/50
Fort +9, Ref –4, Will –4
Defensive Abilities ooze traits; Immune cold, fire
OFFENSE
Speed 10 ft.
Melee slam +6 (1d6+4 plus 1d6 acid and grab)
Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
STATISTICS
Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can't be tripped)
SQ transparent
ECOLOGY
Environment cold marshes and underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Acid (Ex) The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 20 Reflex save. The ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.
| Bibic |
Round 2, Initiative 15
HP: 20/20; AC: 15 (T13/FF12)
F: +3, R: +6, W: +3
Back Row
Opponent: None
Full: Longbow: 1d20 + 4 + 0 ⇒ (10) + 4 + 0 = 14 (point blank, curse) damage: 1d8 + 1 + 0 ⇒ (6) + 1 + 0 = 7 (point blank, curse)
Longbow: 1d20 + 4 + 0 ⇒ (5) + 4 + 0 = 9 (point blank, curse) damage: 1d8 + 1 + 0 ⇒ (2) + 1 + 0 = 3 (point blank, curse)
Weapon Equipped = Bow
Cold Iron Arrows = 18/20
Silver Blunt Arrows = 6/8
Adamantium Salted Arrows = 6/6
Ghost Salted Arrows = 6/6
Bardic Performance = 5/12
Shard Major Image = 1/1
Bard Spells Remaining: (First: 3/3) (CL 3, Con: +6, SR: +5)
0) Detect Magic, Light, Mending, Prestidigitation, Spark
1) Cure Light Wounds, Feather Fall, Grease
Seeing the unpleasantness that is the ooze, Bibic tries to shoot straight and true as he attacks the beast. Sadly he does not shoot straight or true, but it might yet be enough to wound the broad side of the barn that it is.
| Clement Twice-Born |
Round 1, Initiative 12
HP: 25/27; AC: 18 (T11/FF18)
F: +2, R: +0, W: +4
Spells Left Today: 1st - 4/6
Channels Left Today: 2/4
Misc: Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus)
Location: Front Row
SA: Attack with mace
Clement watches with concern as the ooze engulfs Noya and she begins to sizzle inside of it.
"Blessed Valani, give her the freedom to escape that..."
Clement casts Liberating Command, which allows Noya an immediate check to free herself with a +6 competence bonus.
Clement then steps up next to Rhesus, keeping his shield ready to interpose between the Shoanti and the ooze should it decide to go after his companion.
If Noya frees herself, he'll heal her.
Cure Light: 1d8 + 3 ⇒ (8) + 3 = 11
If Noya does not break free, Clement will swing.
Mwk Heavy Mace, bless, flank: 1d20 + 5 + 1 + 2 ⇒ (9) + 5 + 1 + 2 = 17 for 1d8 + 2 ⇒ (6) + 2 = 8
If his spell is used, it will drop him to 3/6 remaining 1st level spells today.
| Spasi Gaten |
Round 2, Initiative 18
hp 20/20; AC 12/12T/10FF (+4 w/Mage Armor); CMD 12
+2F/+3R/+4W
Back Row
Opponent: Noyooze
SA: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12 touch to hit; 1d4 + 1 ⇒ (3) + 1 = 4 damage
MA: Nothing.
"Ah crap. Noya!" Spasi gripes.
"Who knew there was something pretty nasty in here?"
| Rhesus Ghawn |
Round 2
HP 36/36 DR 1/-, 2/lethal
AC 16/T12/FF14 (+1 from CC)
CMD 18
F +6 R +2 W -1
Rage: 11/11
Row: Front
Opponent: Ooze
Round 1 Reflex DC 20: 1d20 + 3 ⇒ (19) + 3 = 22
Rhesus deftly manages to avoid dipping his weapon in goo, then decides to give it a second go and swing again.
Mwk EB PA: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 2d6 + 7 ⇒ (1, 1) + 7 = 9
Ref DC 20: 1d20 + 3 ⇒ (9) + 3 = 12
Sadly he is not so lucky the second time.
| Spasi Gaten |
Spasi looks at Noyooza's armor.
"Ah man, it got you good. That sucks," Spasi says, taking a deeper look at the damage. "I might be able to fix some of it with magic, most of it, I think. Maybe. Let's do a bit more then we can get back to town and whore it up sell what we've found and fix your armors."
Spasi follows Bibic to C20, leaving no ooze unsquozen.
| GM Fanguar |
A couple of mendings will fix the armour right up.
C20
The walls, floor, and ceiling of this curving corridor are sheathed in rusty plates of iron that have been bolted in place. Scorch marks mar this armour plating at periodic intervals, and the gnawed fragments of blackened bones are scattered here and there. Row after row of tiny runes have been etched into each iron plate. The corridor twists and branches into a maze.
| Bibic |
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
"We're not alone folks. I can hear something growling moving about on clawed feet. Maybe something's lost in the maze."
"Can anyone make out these runes? I'm afraid I'm no linguist."
| Clement Twice-Born |
Clement, eyes wide, scans the interior of this room, taking particular note of the scorched plates and bones.
"Oh, no no. This isn't good. This is like a furnace. We shouldn't be inside a furnace..."
He takes a couple steps towards the exit, pulling Rhesus towards him, while Spasi investigates.
He almost considers leaning over to Rhesus to whisper his thoughts about letting Spasi take a look, but the large Shoanti seems to fully understand his intent.
| Spasi Gaten |
Spasi steps up to look at stuff.
1d20 + 11 ⇒ (11) + 11 = 22 Know (Arcana)
1d20 + 8 ⇒ (15) + 8 = 23 Know (Planes)
Holy Piddlespot!
| Spasi Gaten |
"This ain't good, but yeah, it's interesting for sure." Spasi will explain what he knows from the spoilers above.
"This probably how them planar kobolds got in. If we go this way, we need to be careful. Might be more of them."
| Rhesus Ghawn |
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
"Huh, what's up Clem? Oh, yeah Spasi can figure this stuff out, he's pretty cunning."
"Yup, something moving around for sure Bibic. Probably trapped, yeah? Maybe we can just shoot it through the bars like that other thing."