
Hoenheim Dobberkau *Nacht* |

Nacht goes up and unleashes a flurry of blades on the creature.
Multi Ant Lead Greatsword Slash: 1d20 + 2 ⇒ (20) + 2 = 223d6 + 4 ⇒ (6, 1, 4) + 4 = 15
Reflex Save: 1d20 + 7 ⇒ (1) + 7 = 8
Multi Ant Lead Gladius Slash: 1d20 + 2 ⇒ (8) + 2 = 101d8 + 1 ⇒ (1) + 1 = 2
Reflex Save: 1d20 + 7 ⇒ (3) + 7 = 10
Multi Ant Lead Gladius Slash: 1d20 + 2 ⇒ (20) + 2 = 221d8 + 1 ⇒ (6) + 1 = 7
Reflex Save: 1d20 + 7 ⇒ (10) + 7 = 17
Switch Spider Focus to Beetle, Le Goop gets constrict on a grapple too. Its now the rest of the parties turn

Hisao of the Yellow Reeds |

I'm guessing the goop is in melee now
Hisao takes out his final acid flask and tries to hurl it at the goop, aiming for a place where hopefully his allies won't get splashed.
Acid flask throw: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 111d6 ⇒ 4

Iommi-Tyr Magnusson |

Rd 2
Iommi-Tyr Magnusson backs up 5 feet putting a bit more distance between himself and the slime creature, "moves" to load his crossbow and fires at the ooze in melee with his allies.
Here goes a bolt I'll never get back: 1d20 - 1 ⇒ (10) - 1 = 9
Piercing Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Le Goop |

Nacht goes up and unleashes a flurry of blades on the creature.
Switch Spider Focus to Beetle, Le Goop gets constrict on a grapple too. Its now the rest of the parties turn
Nacht's flurry of greatsword blows batters the ooze considerably, but it persists in trying to absorb Alphonse!
Sacre Couer! Zis bug-man rudely interrupts Le Goop's breakfast!

Le Goop |

Paddy dashes in, unsure how effective he will be in combat against the puddle of whatever it was in front of him.
[dice=attack]1d20+6; 1d4
Paddy's dagger sinks into the disgusting ooze, and sizzles as its acidic juices taste the steel of the blade....
Reflex save to avoid acid damage to dagger, please....

Le Goop |

I'm guessing the goop is in melee now
Hisao takes out his final acid flask and tries to hurl it at the goop, aiming for a place where hopefully his allies won't get splashed.
[dice=Acid flask throw]1d20+5-4;1d6
Hisao's flask shatters on the creature, it's corrosive liquid contents sizzling!

Le Goop |

Rd 2
Iommi-Tyr Magnusson backs up 5 feet putting a bit more distance between himself and the slime creature, "moves" to load his crossbow and fires at the ooze in melee with his allies.
[dice=Here goes a bolt I'll never get back]1d20-1
[dice=Piercing Damage]1d4+1
Iommi's bolt strikes true, vanishing into the glob of grayish matter!
Zey all hit my awesome 5 AC!? Inconceivable!!!

Alphonse Veritas |

Alphonse, one of his hands trapped by Le Goop, punches at him with his gauntlet.
"Let...go...you goopy beast."
Gauntlet: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d3 + 4 ⇒ (2) + 4 = 6

Iommi-Tyr Magnusson |

Rd 3 Am I skipping anybody?
Iommi-Tyr Magnusson loads and fires another bolt into melee.
attack: 1d20 - 1 ⇒ (9) - 1 = 8
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Hoenheim Dobberkau *Nacht* |

Its le goops turn, He maintains the grapple and do all that fun Constrict+ grapple damage. Then he has to roll Acid damage for those who failed the reflex which really doesnt matter unless you are using wooden weapons and then It'll be Paddy, Nacht and Alphonse because you made your round 3 move already.

Hoenheim Dobberkau *Nacht* |

Round 3... FIGHT!
=================
Nacht tries to turn this goop into Gelatin dessert
Multi Ant Lead Greatsword Slash: 1d20 + 2 ⇒ (4) + 2 = 63d6 + 4 ⇒ (2, 1, 3) + 4 = 10
Reflex Save: 1d20 + 7 ⇒ (7) + 7 = 14
Multi Ant Lead Gladius Slash: 1d20 + 2 ⇒ (8) + 2 = 101d8 + 1 ⇒ (1) + 1 = 2
Reflex Save: 1d20 + 7 ⇒ (4) + 7 = 11
Multi Ant Lead Gladius Slash: 1d20 + 2 ⇒ (15) + 2 = 171d8 + 1 ⇒ (8) + 1 = 9
Reflex Save: 1d20 + 7 ⇒ (15) + 7 = 22

Iommi-Tyr Magnusson |

Unsure of the extent of the Englishman's acid burns, Iommi-Tyr Magnusson will retrieve one of his Potions of Cure Light Wounds and prepare to bring it to Alphonse.
....Now I just have to wait 6 seconds 'till it's my turn again

Michael Johnson 66 |

Having slain the gray ooze Le Goop, the adventurers are now able to examine their surroundings without fear of imminent attack....
This chamber is dominated at the center by the stone spiral stairway ascending to the levels above. Water marks and greenish slime on the walls and in patches on the floor suggest occasional flooding to a depth of as much as 5 feet. Corridors run out of the east and west walls, and the sound of falling water splashing into a larger body of water echoes from the west passageway....

Alphonse Veritas |

Alphonse chugs his last potion.
1d8 + 3 ⇒ (1) + 3 = 4
=/
And Lays Hands on himself.
1d6 + 4 ⇒ (3) + 4 = 7
"Well, that was quite unpleasant!" he says, fully healed from his injuries.

Michael Johnson 66 |

Surely some treasure is acid proof Hisao thinks as he surveys the remains.
[dice=Per]1d20+5
Searching the slimy patch of floor beneath the spiral stair where the gray ooze came from, Hisao spies glittering objects reflecting the party's lights....
A garnet, a topaz, an amethyst, an emerald, and 44 loose gold coins....

Iommi-Tyr Magnusson |

No my friend. We are looking for a former cleric of Notre Dame Cathedral, now a vile Necromancer who has been animating zombies and skeletons -- and who somehow, probably through his grotesque researches, has broken the spell that kept the Gargoyles from protecting Notre Dame. We must kill the Necromancer and reverse his evil magics so that the Gargoyles once again protect this place.
Additionally, it is possible that this Necromancer is in league with Conflagratious of Mercury. In any event, the Necromancer has access to Arcane knowledges we can learn to help us one day confront and stop the horrible Dragon.
Iommi-Tyr Magnusson will spend a moment studying the acidic slime residue from the Gray Ooze, hoping that he can learn from its chemistry/ biology. He will take a sample or three for future alchemical work.
Sir Veritas,... I see you have taken injuries in our encounters with both the Necromancer's fiends and the natural dungeon-denizens; take this potion of healing I have for use whenever you need it.
Iommi-Tyr Magnusson gives Alphonse one of his Cure Light Wounds potions.

Paddy |

Well I am glad that thing us dead....now, which way to that nasty bugger of a necromancer. Up or down east ir west?
Paddy takes out a piece of chalk and makes a mark on the wall.
I'm going to mark which way we go so we don't get lost down here.

Paddy |

Well, lads...which way shall we go? West or east? West for the best? East leads to the beast? No one cares for the stairs....oh man, I think I need a drink.
Paddy checks the floor for any recent signs of foot travel.
survival: 1d20 + 8 ⇒ (6) + 8 = 14

Michael Johnson 66 |

Well, lads...which way shall we go? West or east? West for the best? East leads to the beast? No one cares for the stairs....oh man, I think I need a drink.
Paddy checks the floor for any recent signs of foot travel.
[dice=survival] 1d20+8
The stone floor is damp and slimy, and doesn't seem to show an obvious trail of traffic....

Michael Johnson 66 |

And so, with a flip of the coin, the Lusty Fools venture east....
The corridor runs 30 feet east, lined along the way with sconces in which guttering torches burn, casting a garish light on the ancient subterranean flagstones....
At the end of this passage stands a great door, 10 ft high and 5 feet wide, covered with beaten brass inscribed with vile symbols and engraved with strange, anamorphic images....
On the door's surface is an indentation or impression of a horned goat's head about the size of an apple, as if such an apple-sized goat's head had been pressed into the brass while it was yet molten....

Iommi-Tyr Magnusson |

Methinks perhaps a "key" in the image of a goat head will open this door.
Meanwhile, can anyone tell if there are any magics laid on the door itself?
.
.
.
....beaten brass, inscribed with vile symbols and engraved with strange, anamorphic images....
.
Linguistics: 1d20 + 9 + 1d6 ⇒ (7) + 9 + (3) = 19Knowledge (History or Religion?...): 1d20 + 9 + 1d6 ⇒ (20) + 9 + (5) = 34
.
....an indentation or impression of a horned goat's head
.
Knowledge Religion: 1d20 + 9 + 1d6 ⇒ (17) + 9 + (2) = 28
Paddy |

Paddy examines the door and the impression.
Aye, it does look as though there is a "key" for this door, as it were. I don't suppose one of ye has a goat-head key on you? he says with a wry grin. I left mine back at the inn...

Michael Johnson 66 |

No goat head key was found on Grenshek.
Iommi-Tyr is able to recognize the symbols as a profane alphabet born in the pits of Hells (Infernal).... The inscription reads: "Head of goat to open door - lies in waters not offshore - rests where bones of dragon sleep - in the black and frigid deep!"
The goat head symbol is an unholy symbol representing the Beast of the Apocalypse.

Paddy |

Paddy looks at the lock and tries to see if it is within his realm of expertise to pick the lock.
I might be able to open the bugger...but I cannot tell if there are any magical alarms or worse on it. I'm pretty good, but not that good....yet. he adds with a smirk.
But if the key is in a wee bit of water, we could always check that out too, right?

Iommi-Tyr Magnusson |

Iommi-Tyr Magnusson does not know to stand 31 feet back from the door; so he is adjacent to whomever tries to pick the lock, observing with both intellectual curiosity and flat-footedness.

Paddy |

Paddy heads toward the sound of the dripping water.
I will head into the water. But I'm gonna tie this rope around me. If there is any quick pulls, pull me the hell up, right?
Paddy heads into the water, a dagger in each hand.

Hoenheim Dobberkau *Nacht* |

Nacht follows behind Paddy he was quiet but listened intently. He knew how to swim it was often one of the few ways to catch prey. He two came equipped to deal with the water... but he didnt make a sound until Paddy entered the water.. to which he went in as well.

Michael Johnson 66 |

Paddy advances cautiously down the west corridor toward the sound of falling water....
After 60 ft, the corridor ends at a drop into a vast, circular chamber some 80 ft in diameter, with a vaulted ceiling some 60 ft above the level of the corridor. The bottom of the circular vault is hidden beneath churning water, the surface of which lies 10 ft lower than the corridor that opens into the east side of the vault. The water forms a 20-ft-wide moat around a circular island of stone some 40 ft in diameter, rising to 10 ft above the water, level with the corridor opening into the east side of the vault. A raised wooden drawbridge held up by slime-coated chains that ascend into the ceiling is fixed to the island facing the corridor, and appears to be long enough (20 ft) to span the moat and reach the corridor where the party approaches from when lowered. A lever in the north wall of the corridor to Paddy's right as he stands at the edge might be used to lower and raise the drawbridge....
A domed structure of mortared stone, about 30-ft in diameter and 20 ft high at the apex, occupies the central island. A stout green door inscribed with strange glyphs is set on the east side of the domed structure. Strange green flames flicker in sconces set at 20-ft intervals all around the walls of the vast vault and on the outside of the domed fortification on the central isle.....
Water pours out of a 10-ft-diameter tunnel or pipe jutting a few feet out of the north wall of the vast vault, about 20 ft above the surface of the churning most, but there must be a drain somewhere on the bottom of the moat, as the water level seems to be staying constant....