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@Kalaron: Actually, that is incorrect, incorporeal creatures *are* immune to critical hits, unless they are from a ghost-touch weapon.
An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
Confusion occasionally arises, because the the Incorporeal special quality does not make mention of this.
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Format: incorporeal; Location: Defensive Abilities.

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Archibald will step away, and chance a daze spell. (DC 15)

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Clandelve swirls his magical shield through the body of the smoke creature bashing smoke to the side, while Shalya manages to get one arrow into it as well.
The Kalaron moves so he's able to use the full momentun of his axe, but in order to do so he has to walk past the allip who tries to make him forgot how to use his legs
To hit touch AC Kalaron: 1d20 + 5 ⇒ (11) + 5 = 16 which causes Kalaron to loose another 1d4 ⇒ 1 wisdom
@Kalaron, what Heinrich said ;)
Heinrich still tries to make himself hard to hit
Archibald tries a spell out on the Allip to find out it's not effected by it (daze doesn't work on Allips, not humanoid with 4HD or less)
Cogstadt reloads and fires a crossbow bolt at the Allip but is just unable to hit it due to not wanting to shoot Shayla in the back
The allips slides through Clandelve's memories and tries to take from him his ability to trim his beard!
to hit touch AC Clandelve: 1d20 + 5 ⇒ (10) + 5 = 15
DC 15 Will save or loose 1d4 ⇒ 1 wisdom damage
init
You guys
Allip
Damage Red: 21 (+5 temp hp)

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With Archibald out of the way, Shayla immediately shoots two more arrows at the allip.
Arrow 1, -2 Rapid Shot, -4 melee: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Arrow 2, -2 Rapid Shot, -4 melee: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Shayla's aim is off again, and her arrows both miss their target.
Ugh... The heck am I aiming for?!

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Must have missed that part out.
There goes my spells. :(
Thanks for the correction.
Attack with long Axe, With a waning magic Weapon.... Target Red.1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 241d12 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Taken 2 Wis Dmg
Feeling strange at each cold swipte from The ghostly creature with tendrils or is it smoke from his pipe?, trailing from him, Kalaron chops once more at his target....

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Again admiring Kalaron's attack, Clandelve says "Ye still got it, ol' man!"
shield power attack: 1d20 + 6 ⇒ (11) + 6 = 17
dmg power attack: 1d4 + 8 ⇒ (1) + 8 = 9
will save: 1d20 + 2 ⇒ (13) + 2 = 15 Made it!

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As Shayla's arrows fly every which way but at the smoke monster Kalaron is able to swing his large axe in a wide arc and swipe away a bunch of smoke.
Then Clandelve does the same from the monsters other side..it's body clearly seems to be diminishing, it's leaking smoke from all over now..within a few seconds it's body disappears completely as if nothing was ever here to begin with.
Out of combat
The room (and both adjacent cells - which you need a DC 30 disable device check for to be able to open them..so I guess you guys will just bash them out with some effort, grunting and a lot of sweat?) contains nothing of interest or value ..and the allips themselves didn't carry anything at all
(What do you want to do now?)

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Clandelve looks at his injured companions with concern.
"Tha' took a lot of of ye, Heinrich. Ye okay? Do we need ta find a place ta rest?"
After missing most of that combat, I'm completely fine. I wasn't keeping great track of wisdom damage there, but I know Heinrich and others took a bunch, and also that many spells were used by Archi. Do we need to lock ourselves in here and rest? Our kindly DM also alluded to something further in that is worse, so I'm a little concerned...

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With some time and effort Cogstadt is able to pry open both doors and you confirm that there is indeed nothing in the small rooms behind them.
Maybe you have nothing to fear from it, I'm just a bit...weary of it since my party had ..."a bit of trouble".. with it when I played it. But my party had a severe lack of dwarves in it ;) (and only 4 players)..so you guys might be fine, or not. Only one way to find out

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Shayla puts her bow on her back again, and walks up to Clandelve.
"You're standing on my swords," Shayla tells Clandelve, picks up the blades when he steps off of them, and sheaths them.
I don't plan on dropping those again any time soon...
"Heinrich, you have another one of those oils I could use? It may come in handy again."
I suggest we rest. Mostly to let Archibald recharge his spells, but it'll also improve some will saves if we do.
The room where we encountered the akatas seems relatively safe. We'll just have to drag the corpses out.

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Agreed. Let's do it.
"Well, keep yer swords in 'and ta keep people from standin' on 'em, elf!" Clandelve says back, flustered by the feminine elf and her non-dwarven ways.
Clandelve assists in securing the room for an extended rest.
Which corpses are we dragging out? The Allips disappeared into thin air...

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The corpses of the akatas, in C7. That's the room I suggested, because it's in a cleared area of the dungeon. I'd rather need sleep next to an unexplored room. Low chance something will come out, but it's just something I'd never do if I personally were one of the party members.
Shayla ignores Clandelve comment. "If you'd all follow me. I don't want to sleep in this place. We haven't cleared the rooms next to this room, which makes it seem like a bad idea to sleep here."
She'll lead the others to the room where the party fought the akatas, and drags the corpses of the creatures out of the room with the help of Clandelve.
I'm fine with that watch order! Assuming no one minds, and my apologies if anyone does, I've moved everyone to C7. Seems to me the one who keeps watch should constantly be in front of the door. (And of course I put Archibald and Shayla in opposite corners, because Shayla's not sleeping near a human :P )

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K, there's no specific rules on what happens when you take a nap in the middle of the dungeon, but there are also no wandering or roaming monsters around and you didn't take a nap next to something radioactive so let's just go with you all have a nice relaxing nap and regain your lvl in hps, 1 wisdom (if you lost any - so most of you will still have some lost wisdom) and you regain your spells
Where to now?

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Glad that nothing occurred during their rest, Clandelve equips himself for continued exploration.
"Le's 'ead back ta where we left off, aye?" he suggests.
I think we ought to go back to area C10 and finish the southern doors there.

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As he drags his weary body back with him, Kalaron feels all the aches return with sudeen vengeance. His body feeling all the toils of his years no weighing upon him.
"Aye. I appreciate the rest. Let us be off once we are done."
I'm too old for this..... he thinks.
Spell list unchanged. I can expend Fervor to my max. 1 use lol.

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Spells Prepared: 2nd - bull's strength, glitterdust (DC 18), SMII | 1st - burning hands (DC 17), enlarge person, hypnosis (DC 15), magic missile Cantrips - detect magic, disrupt undead, message, prestidigitation, spark | 1 Wis damage remaining.
Archibald insists on absolute silence as he sleeps off his damnable headache. Sitting himself on the cold, stone floor, he begins snoring loudly, skull thumping against the wall behind him as he falls into a deep sleep.
Lifting the brim of his wizard's hat, the wizard finds he is to first to stir in the morning. Groaning loudly as his stiff joints begin to ache, the wizard begins to prepare his spells, chanting as his spellbook begins to float of it's own accord, arcane sigils casting the room in an eerie light. Noticing that none of the party are awake to witness his practiced mastery of the arcane, he begins to chant far louder than necessary. Stretching his stiff legs with surprising vigor, Archibald takes in a deep whiff of bracing, dungeon air. "I say, I do love the smell of mildew in the morning. Shall we press deeper, my good dwarves...?" he asks. "... and lady." he adds, as an afterthought.

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Archibald's loud snoring keeps Shayla awake fro quite some time, until she finally falls asleep. The next morning she wakes up just before the dwarves, but quite some time after Archibald woke up. Shayla's quite disappointed she's not the first to wake up.
Bummer... I wanted to wake up earlier so I could fool him to believe elves don't sleep, like so many humans do believe...
"Hmm, yes," Shayla says as she stands up and stretches. "Let us go back to where we left off."
Placed everyone back in C10 so we can continue :)
Shayla readies to open the doors to the south, in the room where the allips were, when Cogstadt says it's safe to do so.

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You make it back to the room you investigated last, walking through the large central room you have the impression that something changed ..but you can't quite put your finger on it just yet.
After a thorough examination the doors to the south are neither trapped nor locked. After opening them you find two flights of stairs curl around this room, descending downward.
After a quick exploratory trip you come to the conclusion that this will lead further down then you are willing to go right now (It leads to a next level, which works a bit weird in PFS ..I guess you could go down right now, but that means you are finished with the current level and I need to start sending out chronicles and you guys need to level..so I'll assume you'll come back later)

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"Hrm. Not that way." the wizard says, stroking his beard. He tries to usher the dwarves to turn around and enter the northern door, herding them with his staff as if they were cattle. The skinny, altogether too tall wizard, with his magical staff, bags, books, and many vials and scrolls, makes turning around in the narrow hallway an incredible difficult prospect, accomplished in short order by our capable adventurers, but not without enough grumbling, trodden boots and bruised elbows to dampen the hearts of lesser men.
Moved us on the map again. Let's see what's beyond this northern door!

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A carving over the door to this room, written in Azlanti
After Cogstadt gives the all clear you see;
This short hall has three alcoves on either side, each of which contains a low shelf covered with nothing but recently disturbed dust.
With another set of doors leading further north
(since I think I know what's going to happen next...)
After you examine the area to make sure you didn't miss anything that hasn't been already removed from here you check the door and finding them unlocked and not trapped open them.
To the east is a ten-foot-wide hallway leads east from this point, but beyond the first fifteen feet, no details are visible through the glowing, swirling mass of pale mist that fills the entire hall.
(to save some time, it's magical mist and leads to yet another dungeon level.)
Further north is a cavern, which is damp and moist. A wide pool of murky brown water fills the area to the east, and a narrow tunnel that looks like it was dug with picks leads off to the northwest.
The mud is home to a yellow-orange amoeboid creature which slithers across the ground, pseudopods grasping ahead of its slow approach.
Init Kalaron: 1d20 + 0 ⇒ (1) + 0 = 1
Init Heinrich: 1d20 + 1 ⇒ (1) + 1 = 2
Init Clandelve: 1d20 + 3 ⇒ (14) + 3 = 17
Init Cogstadt: 1d20 + 3 ⇒ (19) + 3 = 22
Init Archibald: 1d20 + 3 ⇒ (10) + 3 = 13
Init Shayla: 1d20 + 5 ⇒ (17) + 5 = 22
Init Jelly: 1d20 - 5 ⇒ (8) - 5 = 3
Incredibly..it's even faster to react then some of you guys
init
Clandelve, Cogstadt, Archibald, Shayla
Jelly
You guys

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"Careful, my lads. That's an ochre jelly. Melt the very flesh off of your bones, it will..." the wizard warns. "You musn't avoid puncturing it, or it will undergo a most curious kind of mitosis. That is to say, duplication. Although if my hypothesis is correct, it can only duplicate itself so many times... -ahem- ... राक्षस को बुलाने!"
Archibald will begin casting a Summon Monster II spell.
Quick question. Can I reveal the results of my knowledge before my turn? If not, no peeking, Clandelve and Cogstaldt!

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Speaking is a free action on your turn, but that's a good question as to whether you can interject on someone else's turn.
Cautious after his near-death experience with a pseudopod, Clandelve moves to the side and throws a light hammer at the creature.
light hammer attack: 1d20 + 7 ⇒ (11) + 7 = 18 for damage: 1d4 + 3 ⇒ (2) + 3 = 5
"Careful, lads...we're bound ta drown in goo if'n ye get swallowed by these nasty balls o' nastiness!"

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Cogstadt takes a wild guess that his crossbow isn't going to do much, so steps forward, and draws a flask of acid and tosses it at the slime.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 dmg: 1d6 ⇒ 1 Hmm, a 20, well I think oozes are immune to crits anyway
"Lets hope it doesn't get bigger when hit by acid, I hate creatures that look like summat that comes out of yer nose."

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Shayla retrieves an acid flask from her backpack, and moves forward till she's next to Clandelve.
Perhaps a bit too close, but we'll see what it does...

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k..my post closed out on me..so retyping everything and hope I don't forget something
Not sure if you can..you can speak outside of your turn, but there might be an issue with being able to do anything till you've been able to act. So to side with cation..going to go with no, just to be safe. Luckily it doesn't matter right now since we've established that you guys can just delay on each other when you want so unless specified otherwise so if your name is bold you're up and we go with turn order in which you guys post...since you posted first..you got to act first (as a side note in case anyone was thinking that..I sort of post your names in random order as well
Archibald tells you guys what he knows about the thing he's seeing and then starts to summon something.
Clandelve throws a hammer at the moving mass of jelly, easily hitting it and sending a shockwave all through it's mass before it's absorbed inside of it (as a side note, you don't see anything bubbling or melting on the hammer)
You can indeed not crit something with ooze traits (or get precision type damage like sneak against it, which I think you would have gotten otherwise as well since it's still flatfooted
Cogstadt hit's the jelly with a flask of acid, which somehow manages to shatter to release it's contents against to it's soft body and then quickly eats through a small patch of it's mass Still amazed that something that does acid damage isn't immune or resistant to acid..
Shalya then moves forward, pulling out another vial of acid.
The jelly then animates and balls up into a quivering spherical shape and almost seems to roll as is moves forward before flatting out again and sending a pseudo pod forward trying to grab a hold of 1S2C: 1d2 ⇒ 1 Shalya
to hit Shalya AC: 1d20 + 5 ⇒ (12) + 5 = 17 , but the elf is easily able to sidestep it's attempt to envelop her.
init
You guys
Jelly
Damage jelly: 6

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"Woah!" Shayla backs off so there's some distance between her and the ooze.
Shayla takes another flask of acid from her backpack, and throws one of the flasks. (Aiming at the ooze's top-right.)
Acid Flask: 1d20 + 6 ⇒ (7) + 6 = 13 Acid Damage: 1d6 ⇒ 3

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"באַפאַלן!" the wizard barks in Terran, as the tiled floor splinters and takes shape, a small earth elemental just barely visible behind the orange coloured jelly as it rams into the creature's flank. As an afterthought, he sends a blast of telekenetic force at the creature, which brushes past Heinrich's ear and thuds into the distant ceiling.
Telekinetic Fist, into Melee: 1d20 - 2 ⇒ (3) - 2 = 1
Earth Elemental Slam (flanking): 1d20 + 9 ⇒ (19) + 9 = 28
Damage (power attack): 1d6 + 10 ⇒ (5) + 10 = 15

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Drawing his dagger, Kalaron steps forward and gives a crushing blow with the hilt of his dagger, shield place up as he chomps on his pipe. Having refilled it in the morning and sleeping through the entire of Archi's spell preparation.
His prayers done in the morning, he gives his fellow dwarves an apologetic look as he bashes his way into combat.
Swift action, change Dagger to bludgeoning damage
Dagger 1d20 + 8 ⇒ (15) + 8 = 231d6 + 3 ⇒ (3) + 3 = 6

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Heinrich smashes into the jelly sending ripples up and down it's outer layer.
Shalya throws another vial of acid on the thing....eating away a little of it's mass after taking a step away from it.
Archibald's summoning finishes and a small earth elemental appears, slamming one of it's fists deep inside the body of the creature which produces a sucking sound, before he sends a telekintetic fist at the jelly..but somehow he's able to miss the large, almost not moving mass .
Kalaron after reversing his grip on his dagger slams the pommel of his weapon into the jelly
init
Clandelve, Cogstadt
Damage jelly: 45

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Clandelve pulls a simple club from his belt and wallops the ooze with a solid strike, all his dwarven weight behind it.
"Take that ye sick excuse fer a life form!"
club attack: 1d20 + 7 ⇒ (20) + 7 = 27for damage: 1d6 + 3 ⇒ (4) + 3 = 7
crit?: 1d20 + 7 ⇒ (9) + 7 = 16damage: 1d6 + 3 ⇒ (6) + 3 = 9

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@Clandelve, you can't crit cause it's got ooze traits
Cogstadt throws another vial of acid onto the pile and this one burns a bigger hole then before.
Clandelve then jumps into the middle of the creature..his club leading the way..smashing left, right and center..distributing the jelly all over the floor, the walls and the ceiling ...and it don't move no more.
Out of combat
There's no loot to be found, but the tunnel travels for about 500 feet
before emerging amid a tangle of brush onto a riverbank north of Thornkeep-spotting this cave entrance from the river is quite difficult to spot (DC 25 perception check)
..so basically you just found a short cut to one of the lower levels from town
What do you want to do next? (I'm assuming go for the last door..but it might be nice to let you guys decide things for your own ;) )

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Shayla puts her acid flask back in her backpack and nods. "Sounds good to me!"
What horrors will await us beyond the last door...?

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Kalaron checks to see if anybody else needs healing.

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No trap on this door. It's not even fully closed but as you open it further there's another surprise behind it.
This strangely shaped room consists of two wings. To the east, a low workbench wraps around the walls. To the west, a larger wing opens into what appears to be a strange laboratory. A curving workbench covered with gory heaps of flesh and bone sits against the laboratory's wall. In alcoves to the north and south are strange contraptions resembling iron cages fitted with human-sized openings.
Init Kalaron: 1d20 + 0 ⇒ (12) + 0 = 12
Init Heinrich: 1d20 + 1 ⇒ (9) + 1 = 10
Init Clandelve: 1d20 + 3 ⇒ (12) + 3 = 15
Init Cogstadt: 1d20 + 3 ⇒ (17) + 3 = 20
Init Archibald: 1d20 + 3 ⇒ (20) + 3 = 23
Init Shayla: 1d20 + 5 ⇒ (8) + 5 = 13
Init Enemy: 1d20 + 7 ⇒ (17) + 7 = 24
This creature's bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness.
The creature belches and sends forth a cloud that not only stinks..but also makes your eyes tear up and produces a fog that's hard to look though
DC 13 fort save vs stinking cloud (spell like poison effect) for everyone or be
init
You guys
Enemy

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Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Shayla suppresses the urge to puke, and takes a big step out of the stinking cloud.
Nauseated for ... more rounds: 1d4 + 1 ⇒ (3) + 1 = 4
While moving Shayla draws both of her swords. Once outside the room Shayla takes a moment to regain control over her upset stomach. "Dear Ketephys! What is this stench?! Yuck!"
Perception: 1d20 + 9 ⇒ (8) + 9 = 17

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Clandelve is unaffected by the stench.
"Smells like me grandpappy's socks!" Clandelve bellows once he has stepped free of the cloud. "Lure th' beast out inta th' big room!" he says. "But beware! Some chantin' I perceive in th' room! There be more than this bucket o' guts!"
He draws a light hammer and throws it at the creature, then moves out of the cloud and down the stairs.
light hammer attack: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14 light hammer dmg: 1d4 + 3 ⇒ (4) + 3 = 7
fort save vs. poison: 1d20 + 11 ⇒ (8) + 11 = 19
perception: 1d20 + 9 ⇒ (13) + 9 = 22

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Knowledge(Planes): 1d20 + 3 ⇒ (10) + 3 = 13.
"It's a Dretch!"
Fort: 1d20 + 8 ⇒ (7) + 8 = 15.
His eyes watering, Heinrich nonetheless manages to ignore the stench, and slashes at the creature with his trusty weapon.
MW Cold Iron Nodachi: 1d20 + 7 ⇒ (9) + 7 = 16, for 1d10 + 12 ⇒ (9) + 12 = 21 damage.
If that takes it out, Heinrich will move into the room, looking for the source of the chanting that Clandelve mentioned.
"If there is something casting a spell in there, we should find it, and stop it, ASAP!"

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"Yuck, dretch," Shayla comments. "I've had those before, but they didn't stink like this..."
Even Archibald's beard smells better...