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With lots of indecision in the group, Mouser decides to take the lead as the only one who has been inside.
"I think we should sabotage the dam," he says. "I don't think I'll get caught, but it would probably be good to have everyone nearby just in case I do."
He scratches his head, considering options. "Let's all use Tam's spell to get inside, then hide in those empty tents I found. After that, I'll sneak out and see what it would take to wreck the dam. Of course, everyone may need to get out of the tents, but maybe I could find a nice place inside the keep we could get to before I break the dam. I think that's as good a plan as any...any opposed?"

Derrik Nular |

"No as you said 2 of us are not that quiet and we will need all the assistance we can get to sneak in. Are we sure those spare tends will not be checked? The last thing we need is to be found while sleeping." Derrik says. "Calriane told us of the sewer to sneak in as well, she did think that was a good option."
I am not opposed to the tents

GM Fuzzfoot |

Mouser does some recon. A rickety dam turns away the rushing river water from the dried-up moat. Although the dam appears to have been hastily constructed from makeshift materials, it has weathered the years remarkably well.
Two large hatches, one on either side, are built into the dam to control the flow of water through the dam. These hatches can be opened with a successful DC 15 Knowledge (engineering) check or DC 20 Strength check, though opening the riverside hatch requires entering the water.

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Yes, I think we do invisibility through the sewer.
Mouser comes back to report that the structure seems fairly sound and could be hard to open, especially without some significant brawn.
"I'm not sure I'll be able to open these alone..."
We probably need to come up with a good plan before we try to open them. We need to decide where the group will be...I can likely catch up fairly easily. Can I take 20 on the Str checks, or do I need to roll those?

GM Fuzzfoot |

Barred with an iron grate (hardness 10, hp 30, break DC 24), a narrow sewer tunnel only 4 feet in diameter opens into the fort’s outer wall. This culvert was originally submerged, but with the draining of the moat, the grate is now visible. If you destroy the dam, it will clearly be submerged again.

Somer Hiondu |

Somer examins the bar to see if, instead of breaking, they could be bent. He comments the breaking them might make too much noise.

GM Fuzzfoot |

Bending through sheer strength seems unlikely.

Balmir |

"It wouldn't make much noise to try to pull them off. Or, is there a lock somewhere?" Balmir looks to see if the grate even has a hinge. Maybe it wasn't made to open at all.

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Mouser looks for any way to disable the grate without brute force.
"You may need to force this, big guy," Mouser says.
perception: 1d20 + 13 ⇒ (5) + 13 = 18
disable device, if possible: 1d20 + 16 ⇒ (17) + 16 = 33

GM Fuzzfoot |

It does not appear to be something that was ever meant to be opened.
A crowbar could help to pull it out maybe. Or if you have some way to get in through the 4"x 4" openings?

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"No, that's too small, even for me," Mouser concedes. 4" is pretty tight...
"I think one of you brute strength types has to yank it off the wall, or we have to do some climbing over the top, probably at night."
We should at least have Balmir try some Str checks?

Somer Hiondu |

Strength: 1d20 + 3 ⇒ (15) + 3 = 18 to assist if we go that rout.
"Lets see if the two of us can give it a yank. Sadly I do not think we have a tool for his."
Any chance we will find a metal bar laying around that could act as a lever?

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"There are plenty of strapping young lads inside the fortress," Mouser says. "Maybe I'll go ask them if they can break this for us. Or, how about you do it, Balmir!" Mouser exclaims.
str assist: 1d20 ⇒ 6

Balmir |

Balmir studies the grate for a few minutes then grabs a couple of bars. He lets his grip settle then slowly starts to pull on them while the others try to give him extra leverage. His muscles bulge under the strain but even with the help, he's not sure that it's enough.
STR: 1d20 + 2 ⇒ (8) + 2 = 10

GM Fuzzfoot |

You do eventually pull the grate out. It isn't easy, and it looks fairly obvious that it had been forcefully removed, but no orcs have come to disturb you during the process.

Derrik Nular |

"Milani grant me the blessing of Light, to allow us to see a bit better in this darkness." Derrik picks up a small stick and hands it to mouser. "This will allow you to see better, if you need to dismiss the light just say Avero.

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"Good job, Muscles," Mouser says to Balmir.
"I think we should get inside to the empty tents and then we can figure out the next step," he says. "It might make sense to wait there until it's night."

Somer Hiondu |

"Go in at night, sounds good. Its already inside so those that cant see in the dark will be just as effected night or day I guess. Maybe a break to observe and then we move."

GM Fuzzfoot |

Waiting out in the tents proves to be no problem. No orc ever seems to ventured back to these tents - clearly they were setup as a decoy to scare off an outright assault.
So, is Mouser venturing in alone? Using Derrik's light stick?
Mouser Perception: 1d20 + 13 ⇒ (5) + 13 = 18
As you creep in through the drain, you notice up ahead grey ooze that seems to shiver at your approach. Behind it, you see another. It looks like a pile of goo, but you get the impression that it is somehow alive and dangerous.
Since you spotted it, you can decide to attack or retreat, but they may follow you.
---
If not, ignore the spoiler and tell me your plan.

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Yes, I would have scouted alone. I'll go ahead and run back to the group. If they follow us, better to fight them in the tunnel than out in the open.
With the bizarre creatures spotted, Mouser double-times it back to the group.
"I think I might have a tail...not orcs, but some strange blob. Heads up!"
Run back to the tunnel, see if they follow.

Balmir |

Balmir starts when Mouser comes out of the tunnel in a rush. "What? There's something following you?" Balmir lifts Agrimmosh and steps to the side of the tunnel entrance. He points to the other side of the opening with the tip of the hammer. "Quick. Someone else stand there so we can hit it from two sides." He cocks the hammer back.
Ready to smash whatever comes through the tunnel opening.

GM Fuzzfoot |

I'll just assume someone follows Balmir's lead and takes to the other side.
As you get into position, since it is dark out, the ooze seems more willing to venture forth.
You get a surprise round on the first ooze coming out.

Somer Hiondu |

Know Dungeon: 1d20 + 12 ⇒ (14) + 12 = 26 What do I know about an ooze?
Speaking quietly Somer lets a couple of frost coated arrows fly at the lead ooze. "We should try and do this quietly if we can."
+1 Merianna's Thorn PB +2: 1d20 + 10 + 1 + 1 - 2 ⇒ (12) + 10 + 1 + 1 - 2 = 22
Damage: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
+1 Merianna's Thorn PB +2: 1d20 + 10 + 1 + 1 - 2 ⇒ (11) + 10 + 1 + 1 - 2 = 21
Damage: 1d8 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
Ray of Frost: 1d3 ⇒ 2

Derrik Nular |

Derrik will
Derrik quickly moves to the side opposite Balmir reading himself for the creature to come out.
Bash: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 201d8 + 1 ⇒ (7) + 1 = 8

Balmir |

As the ooze oozes out of the tunnel Balmir smashes agrimmosh down on it with a slurping thud.
agrimmosh@ooze,flanking,power attack: 1d20 + 13 + 2 - 2 ⇒ (12) + 13 + 2 - 2 = 25
damage,power attack: 2d6 + 6 + 4 ⇒ (1, 5) + 6 + 4 = 16

GM Fuzzfoot |

Slinking their way through cold swamps and bleary marshlands, or sometimes even dungeons and caverns, gray oozes consume any organic materials they encounter. Despite its lack of intelligence, the gray ooze is a most problematic creature due to its transparency. While the ooze cannot easily climb walls or swim, its habit of lurking in the thick mud that lines the banks of marsh pools or lying in harmless-looking pools on dull-colored dungeon floors makes it dangerously easy to overlook and step on.
Some sages believe that the gray ooze is the result of a failed alchemical experiment, while others postulate that the first gray oozes spontaneously arose from a cesspit of magical detritus. Of course, these theories that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste, are derided by many who dwell in areas plagued by the creatures but which do not have a long history of magical pollution.
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.
They have ooze traits and are immune to cold and fire.
Before I will resolve, and since a few still have actions to post, if anyone would like to restate their actions, go ahead.

Somer Hiondu |

"They will not be bothered by fire or ice, shame there. Mouser, you will have problems hurting it much too. Balmir and Derrik you might be the most effective."
No flanking, no precision, no mind altering effects. Band news for us.

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Mouser runs behind the others. Heeding Somer's advice, he doesn't attempt to engage it in melee, but instead slings a stone at it.
sling: 1d20 + 11 ⇒ (3) + 11 = 141d3 ⇒ 3

GM Fuzzfoot |

Going with original actions...
Somer, Derik, Mouser and Balmir all easily hit the target, doing a lot of damage to the mindless creature. The arrows, after hitting, quickly dissolve in the acidic ooze, and the frost spell seems to fizzle.
Need DC 20 Reflex saves from Derrik and Balmir to see if you avoid acid damage to your weapons.
Round 1: (Bold may act)
Mouser
Somer
Tamxander
Derrik
Ingrahild
Balmir
Ooze 1: 47 dmg, Ooze 2: undamaged

Derrik Nular |

Reflex: 1d20 + 3 ⇒ (17) + 3 = 20
This should be good....
Derrik manages to pull his weapon back quick enough to not be dissolved in the acid. "This might be worse than we thought, they eat away at anything."

Somer Hiondu |

Knowing his spells do nothing Somer still coats his arrows in ice as he fires. The magic might not help but he fires faster this way. He steps back and keeps firing.
+1 Merianna's Thorn PB: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
+1 Merianna's Thorn PB: 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Ray of Frsot: 1d3 ⇒ 1
"Magic weapons are generally stronger, lets hope Balmir's hammer holds up well."

Balmir |

Two oozes! I didn't notice that before.
reflex: 1d20 + 3 ⇒ (4) + 3 = 7
Balmir looks in dismay as his weapon starts to sizzle. "We need to kill this fast!" He swings the hammer again.
agrimmosh@red,power attack: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
damage,power attack: 2d6 + 6 + 4 ⇒ (5, 3) + 6 + 4 = 18
agrimmosh@red,power attack: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
damage,power attack: 2d6 + 6 + 4 ⇒ (2, 5) + 6 + 4 = 17
reflex: 1d20 + 3 ⇒ (11) + 3 = 14
reflex: 1d20 + 3 ⇒ (17) + 3 = 20

Derrik Nular |

Morning Star: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 1 ⇒ (3) + 1 = 4
Reflex save: 1d20 + 3 ⇒ (1) + 3 = 4
Derrik takes Balmir's advice and swings again hoping to pull his weapon back in time.