
Pashaj |

Pashaj uses a free action to maintain his performance, then moves towards the same slime that Calain targeted (flanking if possible) and swinging at it with his mace.
+3 Strength, +1 Enhancement, +1 Competence
Attack (Mace) vs. AC - 1d20 + 3 + 1 + 1 ⇒ (12) + 3 + 1 + 1 = 17
If it hits, it deals 1d8 + 1 + 3 + 1 ⇒ (4) + 1 + 3 + 1 = 9 points of bludgeoning damage.
If he's able to flank, add another +2 to the attack roll. Also, I assumed it was a heavy mace, but I didn't ask. Is it a light mace? If so, I'll need to reroll damage.
Pashaj continues his chant as he strides forward, brining his mace to bear against his strange foe.

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Round 2
Raulzig and some slime are locked in an epic tussle. It's wrapping itself around his leg...
Calain charges towards Jengren, colliding with him and knocking him over - fortunately, away from the slimey tendril that was attempting to engulf him!
Jengren rolls, and scrabbles to his feet, hoping to get away. He's in the clear for the moment.
Samuel is dancing around like a scalded earwig.
Pashaj continues to chant as he takes a swipe with his mace, splattering the tendril that is questing towards Calain.
Slimey Stuff... well, the only bit that has a chance right now is the tendril on Raulzig...
... it's attempting to ooze up his leg...
1d20 - 3 ⇒ (11) - 3 = 8

Calain |

RD3
Calain, with lack of any better ideas, simply continues to attack the nearest goop that appears hostile. (meaning he'll close with ziggy's slime if the one he is fighting is already dead)
Any of you got any better ideas?
2 handed PA, Flank, Inspired1d20 + 5 - 1 + 2 + 1 ⇒ (12) + 5 - 1 + 2 + 1 = 19
Damage, Inspired1d10 + 6 + 3 + 1 ⇒ (2) + 6 + 3 + 1 = 12

Pashaj |

Pashaj continues his performance, and moves to the closest slime, again flanking with Calain if possible.
+3 Strength, +1 Enhancement, +1 Competence
Attack (Mace) vs. AC - 1d20 + 1 + 1 + 3 ⇒ (13) + 1 + 1 + 3 = 18
If it hits, it deals 1d8 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12 points of bludgeoning damage.
I realize that I neglected to add the additional +1 to damage for Pashaj swinging the mace two-handed. As above, if he manages to flank, he gets an additional +2 to hit.

Raulzig Turfoodle |

Raulzig tries to concentrate on the more pressing problem that an agressive slime oozing up his leg presents, rather than dreaming about shovels. Although he would be glad to have one right now. Once again, he depended on pure luck to survive.
Activating Archaeologist's Luck
Escape Artist: 1d20 + 4 ⇒ (3) + 4 = 7

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Round 3
Raulzig's slime seems to lose interest... or at least, he manages to kick free with less difficulty than he had expected. Calain then splatters it to bits.
Jengren lets loose with his lightning, which crackles through the confined space with an actinic blue glow. Everywhere it touches, slime drops motionless, unliving.
Pashaj continues to chant and knocks slime about, as does Samuel. The little that survives slithers down the drains and out of sight.
It would appear that combat is over.

Raulzig Turfoodle |

Raulzig shudders and uses his Gnomish Prestidigitation ability to clean bits of ooze from his closing.
"I'm not quite OK... When it creeped onto me, it hurt me, but then I had some kind of vision, as if I was daydreaming about digging somethign out from the overgrown courtyard above... I think this bears investigating after we're done with this place."

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Rooting around, Samuel finds a sheaf of paperwork on the eastern table flanking the basalt block contains several alchemical formulae of great value to an alchemist. These include instructions covering the construction of restorative ointment and marvelous pigments, making the papers worth a fair bit to the right buyer.
There's also just about everything you'd need for alchemical experiments, albeit rather dusty and battered.

S. W. |

Samuel starts to get excited as he pulls out and examines some papers and looks over the alchemy set. "A pity we can't carry this setup, but the good father should be pleased with it, and I found some rather interesting papers. Shall we go up and see what we find on the upper end of these stairs? I think we've found everything there is to find here."

S. W. |

Can we say that Calain is probably taking the lead on this one, and one or two others aiding him. Also, has Digweed re emerged yet?
Samuel walks up to Calain, and as he chants something, lays his hand on the massive man, spreading a glow of energy around him as he does so. "I cannot aid directly, but perhaps this will assist your efforts." He looks around at the others, "Any of you other muscle men care for some divine aid?"
Casting Guidance on Calain and any others who want it

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Brute force (mostly from Zahir) does the trick. The door shudders then creaks open revealing a small room that is the lowest (and now only) chamber in what was once a 40-foot-tall tower. All of the wooden floors and the old ladder that used to comprise the tower jumble the floor here in a collapsed mess. The roof of the tower fell years ago, leaving it open to the sky. There is a closed door in the west wall.
There is quite a bit of mould here, and some cobwebs, but no sign of anything that fancies having you for dinner!
Digweed has not reappeared. He was last seen scampering back into the catacombs, without his lantern which he had dropped in the laboratory.

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Going over to the west door, Raulzig finds that it is almost covered with mould, which will have to be pulled away before the door can be opened, although it does not appear to be actually locked.
Samuel, meanwhile, examines the mould in more detail. It's quite unusual, an undultating mass of plant matter, rife with mushrooms, moulds and other fungi. The underlying substrate appears to be a slime mould. From what you have heard, this aggregation is normally symbiotic, the component plant & fungal matter feeding each other, but sometimes the slime mould gats a bit frisky and tries to add fresh blood to its diet. It can also infect people with a nasty disease called fungal rot. This is the same stuff you fought in the laboratory, but it does not seem interested in trying to engulf anyone at the moment.
Jengren casts detect magic but does not find any.

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With a mighty heave, and a lot of creaking, the door opens.
Ten bunk beds in various stages of disrepair fill the room beyond, which must once have been a dormitory for students. The roof is mostly intact, and an open arch in the north wall leads to a large hallway. The east and west walls both bear sturdy wooden doors leading to other rooms, and you are looking in through an open arch in the southeast corner of the room... which is, you realise, A18 on the map. You have come up the stairs at the bottom (east).

Raulzig Turfoodle |

Realizing they are finally on the aboveground level, Raulzig sets off for the courtyard in a very determined fashion, not waiting for his companions to catch up. Along the road he is on the lookout for either a shovel, or a Pugwampi which can be ordered to fetch one.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11