
Eidi |

"Mmmm... glyphs... let me check at them" Eidi focuses with detect magic at the strange symbols of the doors.
K. arcana: 1d20 + 20 ⇒ (5) + 20 = 25
Perception (traps? ward glyphs?): 1d20 + 16 ⇒ (12) + 16 = 28
"Perhaps a read magic spell would reveal more, but I do not have it prepared today" the elder observes at Eri expectant he can find out more than him about it "We might need to dispel its magic before opening it"

Ascaria |

He laughs when Mort suggests knocking. 'Sure, but with a door like this, I think they're saying 'keep away'. But knocking should be OK, once we check these glyphs."
Ascaira shrugs at Eidi, "I can read magic, but I figured that would set it off, and I've had some unpleasant experiences with that."
If Eidi says it's safe, or reasonably so, he'll cast Read Magic to try and identify the runes.

GM Rat Sass |

The door has several similar spells cast upon it. Nystul's Magical Aura, set to a few Abjuration auras, and a few Evocation auras.
The elder half-elf knows enough of Glyphs to encourage the gnome to set to Reading Magic.
Though there is magic present, the runes themselves are not the source of the magic. There are no Glyphs of Warding present.
The glyphs and runes are rooted in the Vaati language, at least, from your previous viewing of the bas-relief room with the poisonous fumes.

Ascaria |

Weapon Equipped = None
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (8/9)(7/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (2/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (6/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (6/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (5/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
”Seems like the door itself is magical, not they glyphs. But there is a language here, and one I do not know! Give me a moment further, please.”
He casts Comprehend Languages on the enigmatic door and reads aloud even as he studies the language and lettering.

GM Rat Sass |

The gnome stutters and stops to enunciate each word of Vaati that arises in his magicked mind. "Forbidden... Leave now... unwelcome... Trespasser..."

GM Rat Sass |

Mortimer knocks on the door, confidently. Then gently, then vigorously. The chasm echoes the metallic sound, and the party stands before the iron doors, looking for something that has yet to arrive... nothing happens.

GM Rat Sass |

Eidi attempts a quaint version of Eri's more potent Knock, to no effect.
The doors stand defiant before the maiden.

Solrisa Iome Arabasti |

Solrisa tries the door with her hand, then applies more force as necessary.
1d20 + 5 ⇒ (2) + 5 = 7 Str check
"Mort, think! Do you still have barcrow? Can I borrow it?" Solrisa asks with hand extended.
1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Str check with crowbar
1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Str check with crowbar
1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Str check with crowbar
1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Str check with crowbar
Should those fail, Sol will ask for Mort's help and try again.
1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Str check with crowbar
1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Str check with crowbar
1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 Str check with crowbar
1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Str check with crowbar
1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Str check with crowbar
1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Str check with crowbar
1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Str check with crowbar
1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 Str check with crowbar
1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 Str check with crowbar
1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Str check with crowbar
Then she will mostly give up.

Mortimer Smith |

"Mort, think! Do you still have barcrow? Can I borrow it?"
Mortimer shifts through his backpack and hands Sol his crowbar.
1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Str check with crowbar
1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Str check with crowbar
1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Str check with crowbar
1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Str check with crowbar
"Here, let me help you with that -- "
He gently reaches around her, and helps her with the leverage.Str(assist): 1d20 + 5 ⇒ (20) + 5 = 25

GM Rat Sass |

The combined strength of the giant and the maiden is just enough to leverage the massive doors, popping them from their hinges.
It appears that several of the inlaid lever mechanisms in the door aren't actually connected to anything functional in opening these doors.
With a light source proffered, Solrisa and Mortimer are able to see beyond the second set of clean, iron doors.
There awaits a third set of doors.
Roll20 Map has been updated.

Ascaria |

"I'm beginning to see a pattern here." Ascaria frowns at the next door.
"Do we want to deal with this later? Let's go around to the passage the Xorn found. I can air walk us so we don't have to swim in this weird water, or worry about going over the falls!"
If the party agrees, he casts Air Walk Communal (22minutes) and joins them around the corner.
If not, he remains behind the wall while the others try again to open the next door.

Eri Nandri |

"Oh, um. Let me try this before we check out the other passage."
Eri casts Detect Secret Doors

GM Rat Sass |

Ascaria brings Airwalk to all, allowing you to enter the airspace above the river running red below. 30' below, to be slightly more exact.
The river finds its way southeast in its main volume, while a smaller tributary carves out the chasm floor to the east more directly, where a stone wall reveals itself partially, just above the water level. Another small branch bends northward, though the waters seem less rigorous.
The southeast branch widens slightly, before it's lost to sightlines.
Where do you go?
Roll20 Map has been updated.

Ascaria |

Weapon Equipped = None
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (1/22m)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (8/9)(7/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (2/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (6/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (6/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Excited, Ascaria suggests the northern most channel, hoping it loops around the doors. But he’ll follow Sol and Mort wherever they wish to go. He taps the light on his had to refresh it as they walk.
Which way are the falls the Xorn spoke of?
Group effects
Air Walk Communal (everyone)

GM Rat Sass |

The southeast branch heads towards the waterfall mentioned by Xorn/purple and Xorn/pink.

Solrisa Iome Arabasti |

"Did you want to be in front or the rear?"
Oh man, uh huh...
Solrisa smiles happily at Mort. "I'll go first if you want, but I can also go last if you want too. Rae like to lead when were choosing which slices to cake to eat or how many cookies each of us got to take, but then go last when it was time to clean our room. I got to choose all the things to clean first, then she'd do the last thing, like telling Mum we were done." Solrisa smiles in happy memory.
"But I'll go first for now."
Solrisa 'leads' where Ascaria point her.

GM Rat Sass |

As Solrisa takes instruction from Ascaria, and investigates the east branch, the corridor narrows slightly. The depth of the water, as clear and red as it is, easily gives way to the torchlight, reflecting a depth of 10'. From the surface of the water, the ceiling keeps to a somewhat consistent 10' height.
The northern dead-end tributary is sheltered from the current, and the water appears to shallow to a depth of 5' at its entrance, to about 1' towards the rear of the budded chamber. Walking through the smallish chamber is considered difficult terrain. The ceiling rises slightly to a height of 15'.
As the maiden moves forward, the waters from the east stir, and something begins to rise from its depths. At the same time, the northern dead-end reveals its own something. Two large, wait no, huge, oozing, red amorphous masses begin to quiver, as if acknowledging your presence, though they don't immediately begin advancing towards you.
These creatures are Blood Amniotes, ooze-like Undead. 1 question for every 5 above 19...
Ascaria: 1d20 + 1 ⇒ (12) + 1 = 13
Eidi: 1d20 + 1 ⇒ (19) + 1 = 20
Eri: 1d20 + 2 ⇒ (12) + 2 = 14
Mortimer: 1d20 + 2 ⇒ (11) + 2 = 13
Solrisa: 1d20 + 4 ⇒ (14) + 4 = 18
BA1: 1d20 + 5 ⇒ (12) + 5 = 17
BA2: 1d20 + 5 ⇒ (13) + 5 = 18
Round 1
Eidi- 20
BA2- 18
Solrisa- 18-
BA1- 17
Eri- 14
Mortimer- 13
Ascaria- 13-
The entire party has a Surprise Round- 1 Standard or 1 Move action only, then Eidi alone is up for Round 1! Roll20 Map has been updated.

Eidi |

K. religion: 1d20 + 20 ⇒ (1) + 20 = 21 Ooooh!
Eidi steps in the air to see closer the creatures "Blood Amniotes! Be cautious, those are undead oozes. They are usually deprived of any mind and their touch might be acid"
The elder quickly reacts picking a drop of sweat from his front and casting ray of exhaustion to the eastern one, which is clear of cover. A black ray of cracking energy springs from his hand through the bloody cavern.
Ray of exhaustion: 1d20 + 6 ⇒ (2) + 6 = 8 Aaaagh!
Healing grace damages undeads: 3 = 3
Fort 19 or exhausted, fatigued otherwise
-----------------
Eidi moves his free hand again and casts magic missile on the northern one, close to Solrisa.
Magic missile+Healing grace: 5d4 + 4 + 1 ⇒ (2, 1, 4, 1, 3) + 4 + 1 = 16
Healing grace damages undeads
SR: 1d20 + 10 ⇒ (3) + 10 = 13
SR: 1d20 + 10 ⇒ (10) + 10 = 20

Eri Nandri |

Round (surprise!), Init 14 AC: 19
”Gross! Kill it with fire!”
Empower Spell to cast Scorching Ray. on the southern ooze.
ranged touch att, cover: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14
damage: 6d6 ⇒ (5, 1, 6, 5, 6, 3) = 26
SR: 1d20 + 13 ⇒ (20) + 13 = 33
ranged touch att, cover: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
damage: 6d6 ⇒ (3, 4, 3, 1, 2, 1) = 14
SR: 1d20 + 13 ⇒ (11) + 13 = 24
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (7/7 per day 3/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (5/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (6/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (4/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]

Ascaria |

Round: 1, Initiative: 13-
Weapon Equipped = None
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (1/22m), Blessings (1/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (8/9)(7/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (2/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (6/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (5/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Knowledge Religion: 1d20 + 9 ⇒ (13) + 9 = 22
Ascaria debates protecting the group from acid, but as it’s touch, it would put him in front - and he’s pretty sure he doesn’t want to be close to these things. Instead he speeds the party by casting Blessing of Fervor.
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)

Solrisa Iome Arabasti |

Round Surprise, Init 18-
Solrisa readies an attack should the bloated corpse come closer.
Power attack. One hand.
1d20 + 18 - 3 ⇒ (6) + 18 - 3 = 21 to hit; (-PA)
1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18 magic damage.
No BoF this round for Sol.
AC=27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin = 33
HP= 92/92
Right hand = long sword
Left hand = shiny shield
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (42/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 0/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.

Mortimer Smith |

Round Surprise, Init 13
Bless
Hits: 15+26 AC:25, Con = 7
Slots: 8/8
KO: 1/2
Blessings of Fervor
(Innate: Dragon Style, Improved Critical, Stunning Fist)
--------------------------------------------------------------------
AC 25, 30 on AoO, 24 Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 8/8
Initiative +4
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
Mortimer moves.

GM Rat Sass |

The amniote moving from the east closes the distance on Mortimer, latest to arrive, and receiving the creature's attack in place of the maiden's readied swing.
Slam Attack: 1d20 + 9 ⇒ (3) + 9 = 12 for 2d6 + 6 ⇒ (4, 5) + 6 = 15 damage
It misses handily.
Solrisa is up!

Solrisa Iome Arabasti |

Round 1, Init 18-
Solrisa assaults the engorged membrane with lunge.
Power attack. One hand.
1d20 + 18 - 3 ⇒ (15) + 18 - 3 = 30 to hit; (-PA)
1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16 magic damage.
Power attack. One hand.
1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30 to hit; (-PA)
1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18 magic damage.
Power attack. One hand.
1d20 + 8 - 3 ⇒ (20) + 8 - 3 = 25 to hit; (-PA)
1d10 + 6 + 6 ⇒ (8) + 6 + 6 = 20 magic damage.
Power attack. One hand. BoF.
1d20 + 18 - 3 ⇒ (3) + 18 - 3 = 18 to hit; (-PA)
1d10 + 6 + 6 ⇒ (8) + 6 + 6 = 20 magic damage.
Pot crit #1:
1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30 to hit; (-PA)
1d10 + 6 + 6 ⇒ (5) + 6 + 6 = 17 magic damage.
Pot crit #2:
1d20 + 8 - 3 ⇒ (9) + 8 - 3 = 14 to hit; (-PA)
1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18 magic damage.
AC=27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin = 33 AC - 2 lunge =31
HP= 92/92
Right hand = long sword
Left hand = shiny shield
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (42/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 0/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.

GM Rat Sass |

The northern amniote falls handily.
Eri, Mortimer, and Ascaria are up to finish Round 1, Eidi may set off on Round 2!

Mortimer Smith |

Round 1, Init 13
Bless
Hits: 15+26 AC:27, Con = 7
Slots: 8/8
KO: 1/2
Blessings of Fervor
(Innate: Dragon Style, Improved Critical, Stunning Fist)
--------------------------------------------------------------------
AC 25, 30 on AoO, 24 Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 8/8
Initiative +4
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Mortimer swings, or otherwise.
RPunch: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31 -PA, +Amulet, +BoF
for Damage: 1d10 + 8 + 1d6 + 6 ⇒ (6) + 8 + (5) + 6 = 25 +Dragon,+Amulet, +Cold, +PA, Magic, Cold Fe, Ag
LPunch: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37 -PA, +Amulet, +BoF
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (10) + 6 + (2) + 6 = 24 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag
PotCrit: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28-PA, +Amulet, +BoF
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (4) + 6 + (5) + 6 = 21 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag
RRoundhouse: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 -PA, +Amulet, +BoF
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (1) + 6 + (4) + 6 = 17 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag
RPunch: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 -PA, +Amulet, +BoF
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (5) + 6 + (6) + 6 = 23 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag

GM Rat Sass |

The second amniote falls handily. No more hands.
Combat is over. The first amniote was struck by Eidi's magic missiles, and Solrisa's three strikes, though only one confirmed critical. The second amniote was struck by both of Eri's rays, and two of Mortimer's swings.
The 1d6 damage in your confirmed critical doesn't apply, unless you have a Burst weapon, in which case it's upped to 1d10.

GM Rat Sass |

I stand corrected- the confirmed critical is not a 'thing' with the 'ooze'. Having said that, the damage is more than enough to have sank my bloody battleships... Game on!

Eidi |

"Ah! Well done!" Eidi smiles as the oozes sink in the blood. The half-elf observes confused at Mortimer hands full of blood "Are you ok? Is that your blood or the damned thing one?"
He then flies to the end of the tunnels and check with the help of detect magic to see if there is any concealed door or other hidden thing.
Perception (East): 1d20 + 16 ⇒ (2) + 16 = 18
Perception (North): 1d20 + 16 ⇒ (1) + 16 = 17

GM Rat Sass |

There appears to be nothing noteworthy at the end of both tunnels, aside from the direct east passage, which runs into a more structured wall, partially covered by the natural rock.
The creatures are not fully dead. In fact, their surface blood vessels appear to be slowly speeding up, and their tissues are healing themselves of the wounds recently suffered.

Mortimer Smith |

As his Amniote Foe flounders and finally fades to an even more impossibly amphorphous blob, Mortimer looks over his shoulder at Solrisa. Upon seeing her Amniote foe equally flattened, he grins broadly at her and nods once.
The half-elf observes confused at Mortimer hands full of blood "Are you ok? Is that your blood or the damned thing one?"
Mortimer whirls to face the Thurge. "Huh?" hands? "-- Oh!" he exclaims looking down at his hands.
[ ... ] what am I looking at? ... hands ... EEeeeewwwwww....
He looks around for a place to wipe off his hands, before appealing to the Sorcerer and Thurge.
"... it's the Things -- could you?"

Mortimer Smith |

Mortimer immediately turns to reface his Amniote.
Lknee: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26 -PA, +Amulet, +BoF +Whatever...
for Damage: 1d10 + 8 + 1d6 + 6 ⇒ (3) + 8 + (1) + 6 = 18 +Dragon,+Amulet, +Cold, +PA, Magic, Cold Fe, Ag
Lknee: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37 -PA, +Amulet, +BoF
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (7) + 6 + (3) + 6 = 22 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag
Lknee: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 -PA, +Amulet, +BoF
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (9) + 6 + (6) + 6 = 27 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag
Lknee: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 -PA, +Amulet, +BoF
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (1) + 6 + (3) + 6 = 16 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag
Probably the one and only time I didn't need to crit..

Eidi |

Eidi looks back alarmed as he heard the voices of his friends "Hmf!*$ We used already fire and force on them" while trying to come up with something useful.
K. arcana/religion: 1d20 + 20 ⇒ (16) + 20 = 36
K. other: 1d20 + 12 ⇒ (3) + 12 = 15
The half-elf looks in the bandolier for an acid flask. Whenever possible he tosses it to one of the things.
Acid damage: 1d6 ⇒ 3

GM Rat Sass |

The party's vigilance, honed by the gnome, comes full round, and the amniotes' fast healing is brought to an an abrupt end.
Combat is over. No, really.
Interesting creatures. Both of them were on the verge of something. Just underneath the surface, it appears that there were secondary oozes almost in complete formation. For their blood nature, you extrapolate that a little more of your party's blood, and you might have been facing 4 full blood amniotes, where there was only 2 moments before...
The running water looks almost pristine in parts, as the blood from the amniotes begins to stain it a murky crimson.
Where do you go?

Ascaria |

"That did it, nicely done! We got lucky there, I think they feed on blood, and might have divided over and over again had they damaged us significantly." He shakes his head. "Good thing that didn't happen!" he grins.
He suggests they check the eastern wall for secrets before heading down the southeast passage. "Does anyone see a trigger or switch or anything?"

Mortimer Smith |

Mortimer looks down at his knee and grimaces. Ewwww....
He suggests they check the eastern wall for secrets before heading down the southeast passage. "Does anyone see a trigger or switch or anything?"
Mortimer peers at the eastern wall.
Perception: 1d20 + 17 ⇒ (13) + 17 = 30 +2 More