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Aeilín hops across the channel, falling single-file behind Vitarri. Resting a hand on his shoulder, she whispers to the cleric. "Be my eyes, and hopefully we can sneak past this thing ahead."

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Vitarri touches Aeilin's hand in acknowledgement. "Understood, I will try not to move quickly."
He whispers to the others. "Lets move past this pest, but have your flame ready just in case. If it moves to attack we destroy it, if it doesn't then good for it."
Map Fixed :)

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Thanks, Vitarri. I updated the map, grabbed the link, and completely neglected to post the link.

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Misarru moves slowly and carefully passed the ooze into the right arm of the sewer crossroads.
He hopes the ooze doesn't notice him or doesn't care.
Take 10 on Perception for a 16 in the tunnel.

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Updatd Map + Rabbai's movement.
Rabbai as a player must be having internet issues, as a Character he would have crossed at the same time as everyone else unless Steph doesn't like it I thought I would atleast keep him with the group.
Vitarri allows the wizard passed him and Aeilin, it was tactically sound if the slime made a move on them. Once he was by them He pressed forward, making sure that Aeilin was keeping up. He kept Oathkeeper out in case the slime decided it wanted to die.

StephNyan |

When Misarru moves around the corner his darkvision and sense of perception warn him of the creature down the tunnel. It's another jinkin, like the one that attacked the group before at the rat's statue. In its hands is a light crossbow, which it was obviously about to shoot.
Surprise round:
Misarru
Jinkin
Misarru may take a single move or standard action before the jinkin. Everyone else: hold your actions.
The map's updated

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Misarru sees the Jinkin and sighs audibly.
"We've got another of those bat-eared critters guys."
Knowing that these guys know how to dodge an attack and Xander is right behind him. Misarru decides to bite bullet/bolt and take one for the team and letting the heavier hitters take care of him.
He assumes a defensive posture, ready to dodge an incoming bolt from the creature.
Assuming Total Defense, +4 Dodge bonus to increase AC to 21

StephNyan |

Bolt: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d4 ⇒ 1
Just like Misarru expected the jinkin shoots a bolt at him. Misarru easily avoids being hit by the bolt.
The sudden sound of the bolt hitting the floor causes the ooze to realize something's going on. It just finished swallowing the rat, and it moves slightly into the party's direction.
Dagnobar: 1d20 + 3 ⇒ (18) + 3 = 21
Misarru: 1d20 + 4 ⇒ (8) + 4 = 12
Muchiko: 1d20 + 3 ⇒ (2) + 3 = 5
Rabbai: 1d20 + 4 ⇒ (10) + 4 = 14
Vitarri: 1d20 + 3 ⇒ (3) + 3 = 6
Xander: 1d20 + 8 ⇒ (14) + 8 = 22
Jinkin: 1d20 + 4 ⇒ (12) + 4 = 16
Ooze: 1d20 + 3 ⇒ (1) + 3 = 4
Turn progression:
Xander
Dagnobar
Aeilín
Jinkin
Rabbai
Misarru
Vitarri
Muchiko
Ooze
Those in bold are up.

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Dagnobar jumps to the other side of the tunnel and runs at full speed towards the sound of danger. His jump bonus of +3 is with or without the running start, but he's running first along the left side and then jumping to the right via a diagonal move.
Jump: 1d20 + 3 ⇒ (11) + 3 = 14

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Xander will move back through the line to get to the corner so he can make a running jump across to get in range with the flask. 2 Move Actions
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
Updated Map

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Hearing the sound of shuffling, and seeing a blurry Xander jump away, Aeilín whispers to her guide. "Vitarri, what was that?"

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Aeilín braces herself against the unknown threat.
Total Defense: +4 AC

StephNyan |

The jinkin reloads its crossbow and shoots another bolt at Misarru. The bolt pierces Misarru's armor, and Misarru goes down.
Bolt: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 1d4 ⇒ 1
Confirm Crit: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 1d4 ⇒ 4 (I... didn't expect this...)
Turn progression:
Xander
Dagnobar
Aeilín
Jinkin
Rabbai
Misarru
Vitarri
Muchiko
Ooze
Those in bold are up. Misarru, please roll Con DC 10 to stabilize, treating your negative HP as a penalty.

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Vitarri growls as he watches Misarru drop, before turning away and towards Aeilin. Pulling forth his symbol again laying it against Ailin's armored shoulder. "There's another opponent ahead and the ooze is coming to play as well. Misarru is down. I'll forge ahead, we need to keep these things off Misarru."
SA: Cast Light on Aeilin's armor. MA: move against the Jinkin.
Vitarri pushes past Xander, effectively creating a wall between the the bat like creature and their unconscious companion. He steps over the fallen Misarru. His movement ends with him towering over the creature. "Time to die..." Is all he says as he raises Oathkeeper for a brutal strike.

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Acrobatics: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
Muchiko jumps smoothly to the other side of the stream, then proceeds to move upwards, ending up next to the downed tiefling.
"I'm going to drag him a bit away, can't risk letting the ooze gobble him up."
Why i hadn't done so earlier on the map...
Map

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Rabbi will move 20' closer and unleash an arrow at the creepy bat thing at the end of the hall.
Longbow shot with Point Blank bonus and cover penalties: 1d20 + 5 + 1 - 4 ⇒ (13) + 5 + 1 - 4 = 15
Damage if hit with Point Blank bonus: 1d8 + 1 ⇒ (6) + 1 = 7

StephNyan |

Vitarri blocks the jinkin's path, and Muchiko moves into position to drag Misarru away. Rabbai then shoots an arrow at the jinkin, but his shot misses.
The ooze moves to Xander and tries to slam into him. Its attack doesn't connect.
Slam: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d4 ⇒ 2 Acid Damage: 1d8 ⇒ 3
Turn progression:
Xander
Dagnobar
Aeilín
Jinkin
Rabbai
Misarru
Vitarri
Muchiko
Ooze
The map's updated, and those in bold are up.

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Dagnobar moves to the other side of the sewer in a flanking position to the ooze.
Swim check: 1d20 + 0 ⇒ (8) + 0 = 8
Can I just hold my breath and cross? The total move is 10', half my total movement.
Upon reaching the ooze, he kicks it in a sweeping motion and misses badly.
Roundhouse kick to ooze w/flank bonus: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Damage if hit: 1d6 ⇒ 2
The hits just keep on coming.

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Xander will take a 5 foot step back before hurling the alkali flask at the ooze.
Alkali Flask (Touch Attack): 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 2d6 ⇒ (1, 4) = 5
I am on my phone. Could whoever makes the next map update move me 5 feet away from the ooze?

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Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Aeilín attempts to jump over the channel, but her inhibited vision causes her to misjudge the gap. Cursing, she pulls herself up on the ledge and positions herself at Dagnobar's shoulder.
Double Move Action. I was going to attack, but failed my Acro. -~= MAP =~-

StephNyan |

@Dagnobar: No, I'll treat that as a double move. And yes, you can be hit. If the splash weapon were to miss it'll bounce off in a random direction, which might be yours.
It costs some effort, but Dagnobar and Aeilín both make it to the other side of the sewer tunnel. Xander's flash hits the ooze, and burns a hole in it.
The jinkin takes a 5-foot step back, reloads its crossbow and shoots a bolt at Vitarri. It laughs loudly, despite missing horribly.
Bolt: 1d20 + 6 ⇒ (3) + 6 = 9 Damage: 1d4 ⇒ 3
Turn progression:
Xander
Dagnobar
Aeilín
Jinkin
Rabbai
Misarru
Vitarri
Muchiko
Ooze -5 HP
Those in bold are up. The map's updated.

StephNyan |

Those who use splash weapons, read my post in the discussion thread.
@Muchiko: As Misarru's unconscious I don't see the need to let you make rolls for this. His body is entirely limp though, and thus heavy to drag. I'll let you drag him a distance equal to your speed as a full-round action.
Misarru stabilizes, and Muchiko starts dragging him away. She goes as far west as possible, then goes south.
Further west wasn't possible due to the water.
The map's updated.

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Vitarri and Rabbai post~
Vitarri was stalling, as much as he hated to, he had to keep this wretch from harming more of his allies. A shout from behind made him grumble in annoyance.
"Vitarri Missaru is safe pull back!" Rabbai's powerful voice carried, loudly, in this enclosed environment. However Vitarri drew a javelin and gave the Jinkin a parting shot before taking a few steps back.
FA: 5ft Step back.
MA: Draw Javelin
SA: Attack Jinkin with Javelin: 1d20 ⇒ 9
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
"You won't be laughing when your dead you little pest!" He roared as the jinkin continued to laugh at the Gorumite.
The creatures laughter was pissing him off...
Rabbai slid past Vitarri, muttering. "Stubborn ass Gorumite!" Once on the otherside of the hulking warpriest he raised his bow and fired at the Jinkin...
MA: Move 20 ft, 5ft past Vitarri
Attack with Bow + PBS: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage + PBS: 1d8 + 1 ⇒ (6) + 1 = 7
If it was a hit~
Rabbai smirked as he nocked another arrow. "That was for Misarru, the next one is for your crappy humor..."

StephNyan |

Vitarri and Rabbai pull of a wonderful display of teamwork. It's like they know each other's actions in advance. Vitarri misses the jinkin, but Rabbai finishes it off with a well-aimed arrow through the heart.
The ooze turns to Dagnobar and slams into the dwarf. Dagnobar takes a large amount of damage and goes down.
Slam: 1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d4 ⇒ 3 Acid Damage: 1d8 ⇒ 5
Turn progression:
Xander
Dagnobar (Bleeding)
Aeilín
Rabbai
Misarru (Stable)
Vitarri
Muchiko
Ooze -5 HP
The map's updated, and everyone in bold may act. Dagnobar will have to roll Constitution DC 10 to stabilize, treating his negative HP (-1) as a penalty.

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Seeing the Jinkin go down Vitarri looks back towards the fight with the ooze with a hmph. "Lucky Shot." Is all he grumbles at Rabbai grumbles.
"Well if your throwing wasn't so poor you might have hit something." Rabbai replies chuckling, seeing the little creature down he smirks.
Both men move 15 (Vitarri) to 20 (Rabbai) feet to the left.
Viattari, knowing he couldn't jump worth a damn, draws another Javelin and tosses it at the ooze, grumbling as his throw was shaky...
Attack Ooze: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Rabbai tsks loudly at the Groumites poor throw before shooting at the ooze with expert skill. "Seriously I thought Gorumites had better aim." He laughs as Vitarri glares at him. "Come on have a sense of humor!"
Longbow attack + PBS: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Damage + PBS: 1d8 + 1 ⇒ (8) + 1 = 9

StephNyan |

Dagnobar doesn't seem to stabilize and continues bleeding. (-1 HP)
Vitarri and Rabbai both attack the ooze, but only Rabbai's attack hits the creature. The ooze looks like it doesn't need to be dealt much more damage to go down.
Turn progression:
Xander
Dagnobar (Bleeding)
Aeilín
Rabbai
Misarru (Stable)
Vitarri
Muchiko
Ooze -14 HP
Everyone in bold is up.

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For a moment, Aeilín struggles with the decision to either pull the mad Dwarf to safety, or finish off the ooze. Her violent streak wins out, and she steps up to thrash the bubbling jelly-beast.
Power Attack: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
Damage: 2d6 + 4 + 3 ⇒ (6, 2) + 4 + 3 = 15

StephNyan |

@Xander: You may keep your crossbow loaded while it's not drawn.
Xander draws his crossbow and loads it. Aeilín struggles to decide her next action, but decides to attack the ooze. Bits and pieces of the ooze are send into several directions, while Muchiko's arrow pierces the air next to the ooze's original position.
The dead jinkin had a light crossbow, 8 bolts, and a short sword on him.
Combat's over. Dagnobar may roll another Con DC 10, and others may of course also try to stabilize him.
When you continue there are 2 options:
1) Go north and explore the caved-in area Aeilín stands in.
2) Go east and follow the sewer tunnel.

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First Aid on Dagnobar: 1d20 + 1 ⇒ (13) + 1 = 14

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Up to you Aeilin if you want to aid another on Vitarri. I don't know how many Aid another's I can receive when performing First Aid.
"Stay close Aeilin, you can assist me with them."
Treat Deadly Wounds - Dagnobar: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Vitarri makes his way to the fallen dwarf, looking over his wounds before pulling out his healers kit. Thankfully his kit looked brand new, full of everything he needed for the task at hand and after about an hours worth of work he pulled out a vial and cracked it open, waving its sulphuric content under the dwarves nose.
Beat DC by 5 so I add 1 + 3 (My wisdom) to what is healed. bringing Dagnobar to 2/11 HP
Treat Deadly Wounds: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
He then turns his attention to Misarru, who was slightly more injured then Dagnobar. He pushes the bolt through, causing more bleeding as he gets the bolt head out of Misarru. He looks in his kit and sees he has whats necessary to patch up the tiefling the best he can. Hoping that for now he can just get him conscious. After another hour of work Misarru is looking better, his color has returned but he doesn't wake.
+1 Hp to Misarru, If I break dc 25 it will be 4 Hp back instead.
If I can get +4 more I can beat the DC by 25, unless there is a reason Aid Another doesn't effect Heal Skill. =/

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Dagnobar sits up. "Oh wow, my head hurts. I've been zapped and whacked and smacked. Thanks for the care. I'll um, try to be more careful."