
Silas Hawkwinter |

Kn:Dungeoneering: 1d20 + 9 ⇒ (15) + 9 = 24 If I rolled high enough, special attacks and defences please. I shall post actions after Jaxom and Hecktor have posted.

GM Niles |

SPECIAL ABILITIES
All-Around Vision (Ex) A gibbering mouther sees in all directions at once. It cannot be flanked.
Amorphous (Ex) A gibbering mouther's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
Blood Drain (Ex) On a successful grapple check after grabbing, several of the creature's mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim's blood.
Engulf (Ex) This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther's body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther's damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack.
Gibbering (Su) As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 15 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther's gibbering for 24 hours. The save DC is Constitution-based.
Ground Manipulation (Su) At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.
Spittle (Ex) Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.

Hecktor |

I was kind of waiting for Gilmork to poke the floor with an arrow, see if anything would happen, otherwise i'd shoot one myself.
Can't be too careful.
But i notice he's not posted since 20th of December. Would it have mattered? An Arrow to the eye is hardly pleasant.

Silas Hawkwinter |

Hecktor Niles wants you to make a swim check.

Lucanor |

Lucanor moves forward to join his companions...
Knowledge Dungeoneering with BOnus for weakness 1d20 + 9 ⇒ (17) + 9 = 26
"Now that's just three shades of ugly..."
That's my round for the move I think

Gilmork |

Gilmork gets into the room as well, closing the distance to get behind Silas and nocks an arrow onto his bow.
" What more horrors lurk in these caverns I wonder, I had thought we would only encounter more undead and ghouls."
Single shot at closest mouther, Deadly Aim, PBS: 1d20 + 12 - 2 + 1 ⇒ (3) + 12 - 2 + 1 = 141d8 + 3 + 4 + 1 ⇒ (5) + 3 + 4 + 1 = 13

Silas Hawkwinter |

"Gibbering Mouthers!", Silas shouts with revulsion, "Best kill em quick! Or, well you don't wanna know..." Strangely his glib exhortation spurrs you onwards! He notices Hecktor attack and bellows a battlecry, "Hecktor's got the right idea! Slay them, For The Vale!"
Move action: Inspire 17/22
Standard action: Good Hope +4 to most things.
@Niles Silas is ready to use saving finale if needed.

GM Niles |

Sigh. Hecktor what exactly are you attacking...and did you read my earlier spoiler? Jaxom, nothing has attacked Hecktor...in fact nothing is remotely close to him. Gilmork it takes an entire round of movement/squeezing to get through the wall of gears.
Round 1
Jaxom holds
Hecktor treads "water" but doesn't sink beneath the quicksand like sucking of the eyeball pit.
Mouthers both move closer, gliding through the eyeballs. They begin to Gibber, their maddening voices reaching into your brains! Everyone must make two DC15 Will Saves or be confused for one round. If you fail one but pass the other you are still confused, but now you are immune to one of the Mouthers. Basically this will continue until you make 2 DC15 will saves. One Mouther hurls a glob of Acidic Spittle at Silas RTA: 1d20 + 8 ⇒ (17) + 8 = 25 the other hurls one at Jaxom RTA: 1d20 + 8 ⇒ (16) + 8 = 24 both men must make DC18 Fort saves or be Blinded for 1d4 ⇒ 2 rounds.
Silas
Lucanor
Gilmork
Round 2
Jaxom
Hecktor
Mouthers
Silas
Lucanor
Gilmork
Good guys are up. Please be aware that you all have alot of saves to make. Hecktor for all that is holy. Read the spoiler in my last post.

Silas Hawkwinter |

Will: 1d20 + 7 ⇒ (18) + 7 = 25+4 if that's sonic
Will: 1d20 + 7 ⇒ (15) + 7 = 22+4 if that's sonic
Fort: 1d20 + 5 ⇒ (15) + 5 = 20
Silas shrugs off the effects of the maddening sounds, wipes the disgusting spittle from his eyes and inspires his comrades.

Hecktor |

I did read the spoiler, make a swim check to tread.
From Hecktor's point of view, he's being attacked by the floor, he'd swing at it.
Will saves: 1d20 + 4 ⇒ (18) + 4 = 221d20 + 4 ⇒ (20) + 4 = 24
Swim check to get out: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Hecktor starts sinking into eyeballs.
"Yuck..."

GM Niles |

You can either swim or swing your scythe, not both. Besides, the eyes aren't attacking you...they are just a feature of the environment. Awesome will saves btw guys!
Silas inspires his allies! Good Hope also means +2 to those saves for everyone else!
Lucanor
Gilmork
Round 2
Jaxom
Hecktor begins to sink into the eyeball pit. its a 20' pit and you sink 5' per round you get below DC 10 Swim. A 10 means you stay put a DC 15 means you advance 5' or advance out of the "quicksand". Someone can toss you as rope or otherwise aid you also. The rope gives a +5 to the swim check.
Mouthers
Silas
Lucanor
Gilmork

Lucanor |

Will saves with plus 2 bonus...
1d20 + 11 ⇒ (9) + 11 = 20
1d20 + 11 ⇒ (4) + 11 = 15
Lucanor holds onto his mind long enough to fire two shots at the closest one of the mouthers
to hit: 1d20 + 11 ⇒ (17) + 11 = 28
Dmg: 1d8 + 5 ⇒ (4) + 5 = 9
to hit 1d20 + 6 ⇒ (8) + 6 = 14
Dmg: 1d8 + 5 ⇒ (1) + 5 = 6

GM Niles |

Lucanor would try to fire two shots, but then he would notice that there is a giant wall of gears in front of him and he would need to squeeze through them this round first.

Gilmork |

Will Save 1, Good Hope: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Will Save 2, Good Hope: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Round 1
Gilmork tries to squeeze through the gears to get to the other side and aid the others and do nothing else.

GM Niles |

Silas inspires his allies! Good Hope also means +2 to those saves for everyone else!
Lucanor squeezes through the Gear Wall.
Gilmork squeezes through the Gear Wall.
Round 2
Jaxom Will Saves: 2d20 ⇒ (17, 13) = 30 +11 isn't confused Fort: 1d20 + 5 ⇒ (3) + 5 = 8 but is blinded for 2 rounds so he holds.
Hecktor begins to sink into the eyeball pit. its a 20' pit and you sink 5' per round you get below DC 10 Swim. A 10 means you stay put a DC 15 means you advance 5' or advance out of the "quicksand". Someone can toss you as rope or otherwise aid you also. The rope gives a +5 to the swim check.
Mouthers both glide forward to attack
Mouther1 Bitev Gilmork: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d4 ⇒ 4 and Grab: 1d20 + 9 ⇒ (12) + 9 = 21 Gilmork is held fast by the abberation's maw.
Mouther2 Bitev Silas: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d4 ⇒ 3 and Grab: 1d20 + 9 ⇒ (3) + 9 = 12 Silas takes 3 (unless he has mirror image up, I can never remember) but is not grappled.
Silas
Lucanor
Gilmork [grappled]
Round 3
Jaxom [blinded 1/2]
Hecktor[5' down] is in the pit its a 20' pit and you sink 5' per round you get below DC 10 Swim. A 10 means you stay put a DC 15 means you advance 5' or advance out of the "quicksand".
Mouthers
Silas
Lucanor
Gilmork
Good guys are up. Everyone passed their Will saves so thats something!

Silas Hawkwinter |

Depends how long it's been since the last fight. The Mirror Image spell lasts for 8 minutes at this level.
Trying to hold back his gorge, Silas does his best to attack the horror in front of him! He enchants his blades with a fraction of his power and attempts to skewer the hideous amorphous foe!
Free action: Maintain inspire 18/22
Swift action: Arcane Strike
Full attack: Inspire, Good Hope, Arcane Strike.
Mainhand: 1d20 + 9 + 2 + 2 ⇒ (7) + 9 + 2 + 2 = 20Damage: 1d6 + 5 + 2 + 2 + 2 ⇒ (5) + 5 + 2 + 2 + 2 = 16
Mainhand iterative: 1d20 + 9 + 2 + 2 - 5 ⇒ (16) + 9 + 2 + 2 - 5 = 24Damage: 1d6 + 5 + 2 + 2 + 2 ⇒ (2) + 5 + 2 + 2 + 2 = 13
Offhand: 1d20 + 9 + 2 + 2 ⇒ (17) + 9 + 2 + 2 = 30Damage: 1d6 + 3 + 2 + 2 + 2 ⇒ (6) + 3 + 2 + 2 + 2 = 15

Gilmork |

Gilmork tries to reverse the grappled condition on the mouther, by grabbing it firmly in some of its eyes and then pull out of the creature's mouth.
CMB check: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
aww shucks

Lucanor |

Lucanor finds himself near gilmork If I'm reading the map right and moves to the man's aid, slashing at the abomination with his sword
To hit:1d20 + 11 ⇒ (20) + 11 = 31
Dmg: 1d8 + 6 ⇒ (5) + 6 = 11
Not sure if I can crit this thing or not... but in case there's a chance, to confirm...
1d20 + 11 ⇒ (19) + 11 = 30
Dmg: 1d8 + 6 ⇒ (1) + 6 = 7

GM Niles |

I was trying to give Jaxom some time. But we are just gonna finish this one without him.
Silas deals 29 damage, striking with two blades!
Lucanor slashes the Abberation for 6 damage!
Gilmork [grappled] attempts to escape the grapple but fails.
Round 3
Jaxom [blinded 1/2] is not playing with us anymore.
Hecktor[5' down] manages to hold in place.
Mouthers
One attempts to Engulf Gilmork Whole! CMB!: 1d20 + 7 ⇒ (20) + 7 = 27 the fluid creature simply "flows" around Gilmork and proceeds to try and digest him! Bite Damage: 6d4 ⇒ (2, 4, 1, 3, 1, 2) = 13 and Gilmork takes 2 con damage. That takes Gilmork dangerously close to unconscious I think...
The other Mouther savagely attacks Silas 6d20 ⇒ (3, 14, 19, 6, 20, 12) = 74 +7 Confirm?: 1d20 + 7 ⇒ (10) + 7 = 17 two bites hit for 2d4 ⇒ (3, 4) = 7 AND Grab: 2d20 ⇒ (4, 5) = 9 +7 but fail to grab the Bard!
Silas
Lucanor
Gilmork [engulfed]
Round 4
Hecktor[5' down]
Mouthers
Silas
Lucanor
Gilmork
Okay! Good guys are go. Gilmork is engulfed (swallowed whole) and Hecktor is down in a hole. Things aren't looking good.

GM Niles |

Not really, but next turn with a DC15 check you can exit and move away from the pit (but remember its a Perception check to avoid other pits.

Silas Hawkwinter |

The horror that attacked Silas opened numerous small bites, all hideously painful. Silas gasped and thrashed around with his swords, desperately trying to hit his amorphous foe.
Free action: Maintain inspire 19/22
Swift action: Arcane Strike
Full attack: Inspire, Good Hope, Arcane Strike.
Mainhand: 1d20 + 9 + 2 + 2 ⇒ (2) + 9 + 2 + 2 = 15Damage: 1d6 + 5 + 2 + 2 + 2 ⇒ (6) + 5 + 2 + 2 + 2 = 17
Mainhand iterative: 1d20 + 9 + 2 + 2 - 5 ⇒ (5) + 9 + 2 + 2 - 5 = 13
Damage: 1d6 + 5 + 2 + 2 + 2 ⇒ (1) + 5 + 2 + 2 + 2 = 12
Offhand: 1d20 + 9 + 2 + 2 ⇒ (9) + 9 + 2 + 2 = 22Damage: 1d6 + 3 + 2 + 2 + 2 ⇒ (1) + 3 + 2 + 2 + 2 = 10

Lucanor |

Lucanor slashes and cuts again, "Hang on folks..." A holy aura seems to flare across him...
Judgement of Protection, so +2 to his AC for this battle, hoping to avoid being swallowed
If he can cut an ally free, he'll try, otherwise he'll just hack at the one he hit earlier
To hit: 1d20 + 11 ⇒ (9) + 11 = 20
Dmg: 1d8 + 6 ⇒ (3) + 6 = 9
2nd to hit since he's now got his full action1d20 + 6 ⇒ (20) + 6 = 26
Dmg: 1d8 + 6 ⇒ (8) + 6 = 14

Jaxom, Stone-Twin |

It seems like we are in a rough patch. Please, let me know if I misunderstand what's going on. Gilmork is being devoured, and is Jaxom still blind?
If Jaxom can see to target, then he will use Liberating Command as an immediate action to give Gilmork an immediate Escape check with a +16 bonus.
He will then unleash some fire on the injured mouther and its circular friend.
Burning Arc: 8d6 ⇒ (2, 6, 1, 6, 6, 3, 6, 3) = 33 DC 18
Burning Arc: 4d6 ⇒ (2, 4, 1, 2) = 9 DC 16

GM Niles |

Silas hits once for 5 damage.
Lucanor hits twice for 23.
Gilmork [engulfed] tries to get away but fails.
Jaxom casts Liberating Command EA: 1d20 + 16 ⇒ (18) + 16 = 34 Gilmork is freed! and nukes the Mouthers who are turned to ash.
I decided to end that fight so we can reset and finish this dungeon! But it was nearly over, even if they had saved the Mouthers had maybe 1 round left.
The party is left in a room filled half way with moving eyeballs. It's kinda disgusting. There is a hallway at the far end of the hall of eyes.

Jaxom, Stone-Twin |

Jaxom nods. "The fires of the earth burn hot."
He slowly moves across the hole riddled floor he tests each foot before putting too much weight upon it, paying special attention to the vibrations of the floor. His goal is to make it further into this hellish warren.

Silas Hawkwinter |

Seeing that the fighting is over, Silas shudders as the shakes set in. A few minutes later once his hand had steadied a bit, he gingerly gets up and announces, "I'd best patch us up eh Gilmork?"
He pulls the wand out and gets busy.
Silas: CLW x2: 2d8 + 2 ⇒ (2, 8) + 2 = 12
Gilmork: CLW x4: 4d8 + 4 ⇒ (1, 4, 3, 4) + 4 = 16 29/50 charges used
Job done he tells the others, "Don't know about you, but I'm exhausted. Don't have another fight like that in me."

Silas Hawkwinter |

Silas does have 4 rounds of bardic performance left and a few spells, so we could risk one more room but if we ran into the BBEG we'd be stuffed.

Lucanor |

"Barricade, maybe with some sort of wire and alarm hooked up nearby? Not my forte, but we can try. We'll also need to take watches if you all don't mind me stating the obvious."

GM Niles |

Sorry for no update yesterday. I meant to do it last night before bed but I got busy...
Silas and the others head south, carefully picking their way past several pits filled with squishing eyes. The travel through an unassuming darkened hallway filled with dust. It looks as if it has not been defiled or even used in centuries. Eventually they come to a new room.
In the center of this room stands a life-sized, copper-plated statue
of a paladin. Emblazoned on his tabard, a code of arms identifies
him as of a member of the Shining Crusade. He holds a small
candle in each of his outstretched arms. A set of double doors hangs
on the far wall; an inscription is above them.
The statue and its pedestal radiate faint abjuration magic.Carved into the base of the statue is a small, marble-sized hole.
The inscription reads
“By Your Light, We Follow”

Jaxom, Stone-Twin |

Knowledge (Religion): 1d20 ⇒ 7
Int: 1d20 ⇒ 1
"This looks like a happier spot. Maybe we could rest here with a bit of magic?"
Could I use a Hero Point to cast Rope Trick? And then the last person up the rope coils it behind them so it couldn't be easily reached from the floor?

Silas Hawkwinter |

Intelligence: 1d20 + 2 ⇒ (20) + 2 = 22 Woot!
Silas cautiously checks the room and paces around the statue several times, stroking his stubble as he cogitates. After the third circuit he speaks up, "No idea who this is or what he represents beyond the obvious, a knight of the shining crusade. Anyway I think one of those candles fits the hole. Lets see what happens, who knows it might open the door or something."
Silas gently removes a candle from the statue's right hand and places it in the hole.

GM Niles |

Silas places a lit candle in the tiny hole and
The statue itself moves backwards revealing a set of small stairs leading down.
This small room appears to be some sort of secret storage area. Various items line the walls, including several rolls of vellum, some stone decanters, a few books, and a wooden staff. Unfortunately, most of the items appear to have suffered irrevocable decay and damage. The entire floor is engraved with a giant map of Avistan, centered on Lake Encarthan.
There are various scraps of paper on the floor with writing in Ancient Hallit (Linguistics DC20 to decipher)
Because I know you guys will use Detect Magic/Evil
On the shelves are a Staff of Healing with 12 charges and three potions of Cure Serious Wounds.
The entire area is suffused with a Hallow spell of an exceptionally high CL. You get a feeling of calm and peace when you enter it.
The iconography of this room is similar to that in the room above.