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His head swimming, Clandelve moves to flank with the elemental and continues to swing at the creature.
"Die, ye foul beast!" he exclaims.
+1 Warhammer (adamantine) attack: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21 for +1 Warhammer (adamantine) damage: 1d8 + 5 ⇒ (2) + 5 = 7 and Spiked Light Shield attack: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 for Spiked Light Shield Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Step up: If adjacent foe attempts to 5' step away from me, I will make 5' step as immediate action.
Would be nice if I could roll above a 10!

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Also, I'm going to apply a boon, prediction of future peril, to this creature. It doesn't say it takes an action to use, so I guess it just happens, but I'll take the +2 to AC vs. this creature.

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R.I.P. Akeyra... :(
"Nooo!" Shayla calls out as the sphinx tears through Akeyra, killing the constrictor.
Shayla drops her bow at her feet, and takes a flask from her backpack. "You'll pay for this! You fiend!"
From The Forgotten Laboratory:
She drinks the contents of the flask, and feels something stir inside her body.
Duration: 1d4 + 3 ⇒ (3) + 3 = 6 rounds
Effect: 1d6 ⇒ 5 Nice! I was hoping for this one! :)

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She was awesome, and it's a real shame she died, but it's way better to see Akeyra die than one of the party members. After this module I'll be able to get Shayla a new companion, which will definitely be a new constrictor.

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Keep it coming, guys! With Heinrich gone and Kalaron on vacation, we need all hands on deck to finish this fight. We can't have many any full defense actions...I think we almost have it!

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@Clandelve I think that +2 AC might just be for one attack btw..but it does seem to be a no action type of thing. But since it's worded in such a way ..I'm fine with it being against all the creatures attacks. It's not like you can use the boon a lot anyway
• You gain a +5 bonus on a Knowledge check to identify a creature.
• You gain a +2 bonus on any single saving throw.
• You gain a +2 bonus to AC against any single opponent
Clandelve continues his attacks against the creature that just hit him..but still seeing double from the he is unable to land a single hit.
Shalya drops her bow at her feet, and takes a flask from her backpack and suffers from some acid reflux.
init
Cogstadt, Archibald (I'll NPC Kalaron in)
Sphinx
Damage Sphinx: 86
Not moving forward yet to give people more time to respond in case they had problems getting on due to the power outage

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K, moving on
The elemental attacks again while Archibald goes fully on the defensive
Attack elemental vs AC: 1d20 + 6 + 1 + 2 ⇒ (14) + 6 + 1 + 2 = 23
and thanks to flanking with Clandelve it manages to just hit
Damage: 1d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Cogstadt and Kalaron attack as well
To hit AC with axe: 1d20 + 6 ⇒ (11) + 6 = 17
To hit AC with crossbow: 1d20 + 6 ⇒ (11) + 6 = 17
but both dwarves miss with their attacks.
The sphinx goes for 1C2E: 1d2 ⇒ 2 the elemental
claw 1 vs AC: 1d20 + 19 ⇒ (2) + 19 = 21
Damage claw 1: 2d6 + 8 ⇒ (6, 4) + 8 = 18
(which I think is enough to smash the (small?) elemental into powder
He then goes for Clandelve
claw 2 vs AC: 1d20 + 19 ⇒ (19) + 19 = 38
hitting the already wounded dwarf again
Damage claw 2: 2d6 + 8 ⇒ (2, 5) + 8 = 15
init
You guys
Sphinx
Damage Sphinx: 98

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Shayla takes a deep breath in. When she breathes out through her mouth, a line of acid erupts from it and hits the sphinx.
Acid damage: 4d6 ⇒ (3, 1, 6, 1) = 11
Reflex DC 15 for half damage.
5 rounds of the mutagen left.

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Cogstadt loads his screaming bolt and takes a shot:
Attack(Inspiration): 1d20 + 5 + 1 + 1d6 ⇒ (1) + 5 + 1 + (2) = 9 dmg: 1d8 + 2 ⇒ (7) + 2 = 9
Don't think Screaming Bolt needs to hit, just specifies enemies within 20ft of flight path, Will Save DC 14 or Shaken

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Clandelve, his head swimming and severely wounded, appears to be slackening in his strength. Foregoing an attack with his shield, he focuses on one hammer attack, but appears staggered and ineffective. He won't be up much longer.
+1 Warhammer (adamantine) attack: 1d20 + 11 ⇒ (4) + 11 = 15 for +1 Warhammer (adamantine) damage: 1d8 + 5 ⇒ (7) + 5 = 12

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Archibald, hanging back, uses his scroll of summon monster II to summon a second elemental, appearing next round.
Dang! I'd hoped to administer my cure serious potion to Akreya next round, unfortunately that was all the healing Archy had at his disposal.

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For the shaken effect I agree it doesn't need to hit...but seems like a shame to fire a +2 bolt worth 267 gp at it and not hit..
Cogstadt fires a bolt over the head of the sphinx which makes a screaming noise.
Will save Sphinx: 1d20 + 12 ⇒ (12) + 12 = 24
but neither the noise nor the almost getting hit in the head by a crossbow bolt seems to distract the sphinx
Clandelve focusses on trying to hit once..but with his massive head trauma fails to do so
Archibald starts to summon another elemental
Kalaron takes a swing again
To hit AC: 1d20 + 6 ⇒ (5) + 6 = 11
but isn't able to hit either
The sphinx (having no other target to claw within range) goes for Clandelve
To hit AC Clandelve claw 1: 1d20 + 19 ⇒ (6) + 19 = 25
Damange Clandelve: 2d6 + 8 ⇒ (3, 3) + 8 = 14
To hit AC Clandelve claw 2: 1d20 + 19 ⇒ (12) + 19 = 31
Damnge Clandelve: 2d6 + 8 ⇒ (5, 4) + 8 = 17
Which I think means Clandelve gets hit twice..and goes down
init
You guys
Sphinx
Damage Sphinx: 109

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The creature takes Clandelve's head off, and he falls dead in a heap.
I think I just died. I have 17 hp, took 17 and 14. My con is 14, so that puts me at my negative con. I also don't have enough prestige for a raise dead, so I think that's a permanent one, too. Good game, guys. :(
EDIT: I really wish Heinrich had stayed!

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You can get raised with gp btw, you don't need to do it with prestige. You will get money at the end of this (which will be around 8000 gp) in case you don't have enough gold right now, you are allowed to share the cost with party members chipping in and/or selling of equipment (at half cost) to pay for the raise dead - 5450 gp..which still leaves you with 2 negative levels but those can be bought off with a Restoration (4pp or 1280 gp per level) At this level dead shouldn't be too permanent ...just a resource drain.

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I'll gladly chip in for that.

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Dagnabbit, wish I'd been paying more attention to folks' hit points, anyone else near death?
Cogstadt cranks out another shot at the sphynx.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Dmg: 1d8 + 2 ⇒ (7) + 2 = 9

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I'd gladly pitch in! ;)
The question is... What's in stock for us in the last room? I suggest we run like hell if we get a feeling it's too much for us too handle, to not repeat the Visitant thing.
Shayla's rage continues to build when the sphinx kills her second companion. "Curse you! Don't think you can get away with this, you fiend!"
She breaths in again, and releases another acid breath.
Acid damage: 4d6 ⇒ (2, 2, 3, 6) = 13
Reflex DC 15 for half damage.
4 rounds of the mutagen left.

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Cogstadt fires another bolt at the Sphinx but it's though leathery hide proves too much for the bolt to penetrate
Shalya breaths another line of acid over the Sphinx
Reflex save for 1/2: 1d20 + 11 ⇒ (6) + 11 = 17
but this time it's prepared for what is to come and is able to dodge a bit to the side and avoid some of it...but not all
init
Archibald, Kalaron (I'll NPC him in when he's the last to post)
Sphinx
Damage Sphinx: 115
There's no reason why you couldn't go outside and use some cash to raise Clandelve and then return for the last room a few days later..unless you are afraid something that's in there will run away in that time period..

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I currently have just 361gp 3sp to pitch in. Though I could sell my silversheen for some more.
Clandelve, how much gp do you have? And how much can the others who want to pitch currently spend?
Shayla spits on the floor, trying to get rid of the biting acid in her mouth. "Come on, guys! We almost have it!"

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I currently only have 369 gp. :( I could sell some stuff at half price, but hate to then buy it back at full price. I would imagine it would work better to complete the mission and use that gold.

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Elemental (flanking with Kalaron?): 1d20 + 6 + 1 - 1 + 2 ⇒ (17) + 6 + 1 - 1 + 2 = 25
Damage: 1d6 + 7 + 1 + 3 ⇒ (6) + 7 + 1 + 3 = 17
Telekenetic Fist: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Archibald begins to back away toward the door, five foot stepping away as his elemental takes another slug at the Sphinx's hindquarters.
I'm saving for metamagic rods, so I have a substantial amount of coin, over 5k. I'm fairly confident we could clear the last chamber with our current numbers however. Even with Archy out of spells.

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Just pointing out that you guys are walking around with a +1 ghost touch long sword worth over 8k and a wand of calm emotions worth a little over 2k and some other stuff (like the bead of force (3k) from the room with the beetle and the decapus)..so if you sell that..money isn't the problem..there's a little thing about time since it will take a bit of time to find a buyer and stuff like that..but since the raise dead is already like a day to cast..extra time wouldn't change that much. But if you want to go to the last room with just the 4 of you (minus Clandelve (And Heinrich) and the snake) there's nothing from stopping you to do that either.
Archibald finishes summoning his earth elemental who manages to smash the acid burned flesh of the sphinx into a bloody pulp as it crumbles some of the underlying bones into powder.
As you look around the room you don't see much of interest ..but around the neck of the sphinx is a leather cord with a clear stone around it..which detects as magical.
(With some time you are able to figure out it's a spindle ioun stone and it's worth 4k)
What do you want to do now?

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Oh and I forgot to mention the chain that was tied to the Sphinx turns out to be made from adamantium and should be worth a fair amount of money (no price listed, but should be part of the random money on your chronicle at the end of the scenario..) it's a rather solid chain..and was what preventing the sphinx from moving around

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Out of curiosity, would the sphinx really have helped us had we not attacked it? Doesn't really matter at this point, but just curious.

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Wait a sec... by selling the loot we found, which we'll lose at the end of the module anyway, we can resurrect Clandelve?
Seems like we don't have to lose any of our 'real' gold after all! Clandelve can even get rid of his negative levels this way! :)
And if the others do the selling and get Clandelve raised from the death, Shayla can meanwhile spend 24 hours meditating to get a new animal companion. We'll be back at nearly our full strength!
Shayla walks over to her fallen comrades, her jaws clenched. "this shouldn't have happened..."
Acid damage: 2d6 ⇒ (4, 1) = 5
She gasps as the aftereffect of the unidentified unguent hits her, though it's more shock than pain that hits her.
"Darn it!" Shayla curses, tears in her eyes. "There has to be something we can do, guys... Akeyra's too large to move from here, but Clandelve... We could bring him to town, and find someone willing to resurrect him!"
Shayla takes the spindle ioun stone, because she know it'll sell for a nice sum of gold. She figures gold's the key to bringing Clandelve back.

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@Clandelve; Yes..set her free and she gives you the necklace in thanks and leaves the dungeon. No need to fight. Also... since she has no way to free herself..if you hadn't kept standing next to her..she would have had very little in ways of attacking you guys
@Shalya; Sorta..you can sell the loot now and have working cash...then compensate the amount of gold you get at the end with what you spend (since you don't have the items at the end of the scenario to sell/give to the society)..it's a way for people who have no cash left to pay for stuff during the adventure..you do loose "real" gold. It looked like you didn't have a lot of spending cash right now so I pointed out you could get an advanced on your money during the adventure to pay for Clandelve's raise so he could join you for the last room instead of getting raised after it's all over

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K, to keep some sort of forward momentum I'll assume that you guys have Clandelve raised now and take some time to summon the snake..just say how much money you are willing to spend on the raise for Clandelve and we'll keep score at the end
You leave for town to get yourselves back together Heinrich decides to leave you all to go on towards other pursuits. After a few days days you return fully recharged and ready to continue.
Cogstadt examines the last closed door in this part of the dungeon and doesn't find it to be trapped.
This bare stone room contains four beds, a work table, and a small shelf of ancient books. Dominating the north side of the room is a massive mechanical apparatus. Its main feature, a single stone block the size of a horse, hangs fifteen feet above a carpet of shattered bones, rock dust, and other debris. A chain as thick as a human thigh runs up from the block into a small, dark cavity in the ceiling. Two short stone ledges situated on either side of the stone block form a shallow container for whatever happens to get crushed beneath the smashing device. Flush against the device is a large wooden wheel with numerous pegs. The wheel is attached to a crank fitted to a chain that runs parallel to the one attached to the stone block.
The worktable in this room is covered in various tools and devices . Though most of these are worn with use and not particularly valuable, after searching the table you find a set of masterwork thieves' tools, a masterwork dagger, and an ornate hourglass the size of a fist. The hourglass is filled with particles of sapphire dust instead of sand, and its golden stand is etched with Azlanti runes , making the item worth 500 gp if sold to the right buyer.
In addition, hidden beneath one of the beds in this room is a pair of boots (which radiate magic). Hidden in one of these boots is a study iron key that (after trying it on a few things) opens the door to area E5.
Cogstadt after looking it over thinks that the raises stone block is some sort of falling block trap.

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Wait!!! I'm back!!! If your negative hp is equals to your Con and not over it, I can still heal you! You don't have to spend for a raise dead. Scratch that.
I may not get there in time.....

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@Kalaron: And how would that work, if you're not too late? :S
The amount I'm willing to contribute depends on the number of other contributors. I was going to suggest we split the cost between Clandelve and those who want to contribute. Curious to see what Kalaron's plan is.
To not hold back the pace too much, I'll go ahead and make this post. It's what Shayla will do, when we finally return to Thornkeep:
Knowledge (Dungeoneering): 1d20 + 3 ⇒ (10) + 3 = 13
Looking up at the stone block, Shayla frowns. "I really don't trust that stone block... Let's avoid walking underneath it."
Shayla takes a good look around the room, to see if there's anything she's missed when she stepped inside.
Perception, +2 Urban Terrain: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
"I suggest we grab whatever's valuable, and get out of here."

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As Shayla takes a look around to make sure you didn't miss anything on your first search and suggests taking everything you can and making a run for it the big block hanging from the ceiling seems like it's starting to melt and drip onto the floor.
A large ooze forms itself on the floor and starts to slowly move towards you, seemingly trying to move over all of you and envelop you.
Init Kalaron: 1d20 + 0 ⇒ (9) + 0 = 9
Init Clandelve: 1d20 + 3 ⇒ (12) + 3 = 15
Init Cogstadt: 1d20 + 3 ⇒ (20) + 3 = 23
Init Archibald: 1d20 + 3 ⇒ (5) + 3 = 8
Init Shayla: 1d20 + 5 ⇒ (6) + 5 = 11
Init Ooze: 1d20 - 4 ⇒ (13) - 4 = 9
init
Everyone but Archibald
Ooze
Everyone

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Clandelve had been subdued and speechless after being raised from the dead, and could only manage "I guess Torag weren't ready fer me yet!"
However, he had mostly returned to his usual self, and was ready to finish off the denizens of this dungeon.
"We've faced oozes before, ye creepy piece o' slime!" he yells as he again throws himself into battle. He draws a club and assaults the creature.
club attack: 1d20 + 8 ⇒ (11) + 8 = 19 for club damage: 1d6 + 5 ⇒ (2) + 5 = 7 and Spiked Light Shield attack: 1d20 + 7 ⇒ (10) + 7 = 17 for Spiked Light Shield Damage: 1d4 + 2 ⇒ (1) + 2 = 3

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I actually intended to use an Empowered Cure Light Wounds on Clandelve but it wouldn't have worked.

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Shayla circles the ooze till she ends up next to the northern wall, meanwhile drawing both of her swords. She swings one of them at the ooze.
+1 Mithral Sawtooth Saber: 1d20 + 9 ⇒ (4) + 9 = 13 Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
"Attack, Akeyra II!"
Handle Animal: 1d20 + 7 ⇒ (12) + 7 = 19

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Akeyra II, or simply Akeyra, does her best to execute Shayla's command. Equipped with the items from her predecessor, she tries to hurt the ooze with a bite. In case the attack's successful, Akeyra will try to constrict the ooze.
Bite: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d4 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Auto-grapple on successful bite: 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26 Constrict: 1d4 + 7 + 1 ⇒ (1) + 7 + 1 = 9

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Clandelve, newly raised and out with a vengeance slams and slashes into the ooze..cutting pieces of it away while Shalya does the same and send her newly found large snake against the ooze which tears into it and starts to constrict it (which in my mind looks real funny..but mechanically it seems to work)
init
Kalaron, Cogstadt
Ooze
Damage ooze: 33

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Telekenetic Fist (into melee: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

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Unsure on how to handle the big block of stone oozing down Cogstadt and Kalaron go fully on the defensive
The ooze tries to engulf the snake that's holding on to it
to hit AC Snake: 1d20 + 13 ⇒ (14) + 13 = 27
managing to squeeze all around the snake as it's coiled around it
Damage slam: 2d6 + 6 ⇒ (4, 2) + 6 = 12 and Acid damage: 1d6 ⇒ 2
and an grab attempt (not 100% sure how this works..but I guess it's a check to take over the grapple)
Grab attempt: 1d20 + 19 ⇒ (14) + 19 = 33
and the ooze manages to get the upper ..uhrm..body part in this fight
constrict damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18 and anotheracid damage: 1d6 ⇒ 4 and squeezes the snake back
Archibald send a telekinetic fist into the ooze which sends a short ripple effect through the side of it and the snake can feel the tiny vibrations.
init
Clandelve, Cogstadt, Shayla, Kalaron
Ooze
Damage ooze:37

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Akeyra bites the ooze once more, and attempts to get back on top of it.
Bite: 1d20 + 10 ⇒ (10) + 10 = 20 Damage: 1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Auto-grapple on successful bite: 1d20 + 10 + 4 ⇒ (8) + 10 + 4 = 22 Constrict: 1d4 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Back and forth, back and forth...?

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Shayla swings both of her swords at the, hopefully grappled, ooze. She hopes the creature will go down soon, or else her second constrictor may also end up dead.
+1 Mithral Sawtooth Saber, main hand: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10 Damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Cold Iron Sawtooth Saber, off hand: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16 Damage: 1d8 + 1 ⇒ (3) + 1 = 4

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Magic Missile: 3d4 + 3 ⇒ (3, 3, 2) + 3 = 11
Gyah! Sorry, should have used more firepower.

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Kalaron looks at the sight of the snake and Ooze attempting to squeeze each other to bits and knows that the snake can't last longer if this keeps up. Bringing up his axe, he tries to get some space to hit it.
Attack wth Long axe 1d20 + 6 ⇒ (4) + 6 = 101d12 + 4 ⇒ (12) + 4 = 16

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The giant ooze is so slow to react that's it almost like hitting the broad side of a barn..all attack hit is and send pieces of it flying every which way..some sort of ..ooze? is leaking from from the ooze..but it's holding in there, just barely..but it's holding on
init
Clandelve
Ooze
Damage ooze:111
I'll wrap up tomorrow, the ooze is almost down..going to give Clandelve the chance to finish it off himself before NPC-ing him in

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The ooze..oozing quite badly takes one more swing at you before you all gang up on it and tear it into small pieces of jelly.
Triumphant you continue your trek through the dungeon levels of Thornkeep confidant that you have cleared out this particular level and have learned all there is to learn about the secrets it contained for the great good of the Pathfinder Society