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Oh thanks Calistan :D

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Grimdoc will watch the swimming blob and see if he knows what it might be. He will casually poke at it with his Lucern hammer if he can reach it (10' reach).
"Hmm, I ain't never been one for swimming, and this pool don't look like its been cleaned in a long time. Maybe a good time to try fishing instead"
If no reaction from the poking with the hammer, he will step back, leaning his hammer on the wall and start digging through his pack.
"Dang it. I left my grappling hook at home. This will have to do."
He ties a silk rope to a crowbar (assuming it has a hooked end) and will try to hook the thing in the bottom of the pool.
Figure a couple rounds of actions here, before his lure is ready

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As Grimdoc starts to fish around in the murky water, the moving shape is altered to you being present and surges to the surface.
It's a horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly.
Init Samuel: 1d20 + 2 ⇒ (3) + 2 = 5
Init Grimdoc: 1d20 + 7 ⇒ (17) + 7 = 24
Init Marcel: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Init Snowadder: 1d20 + 11 ⇒ (19) + 11 = 30
Init Calistan: 1d20 - 5 ⇒ (5) - 5 = 0
Init Logain: 1d20 + 2 ⇒ (2) + 2 = 4
Init Blob: 1d20 + 3 ⇒ (2) + 3 = 5
init
Grimdoc, Marcel, Snowadder
Blob
Party

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Dungeoneering : 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Grimdoc grabs his hammer from the wall and calls bane for blobs swings at it with the pointy head.
"Um, guys. I think i woke this crazy gibbering mouther up and i don't like the looks of it. Beware of its voices."
+1 Lucern Hammer, PA, bane: 1d20 + 8 - 2 + 2 ⇒ (10) + 8 - 2 + 2 = 18
for dmg, PA: 1d12 + 7 + 6 + 2 + 2d6 ⇒ (5) + 7 + 6 + 2 + (2, 3) = 25

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"Crazy gibbering mouther. That's something new." From directly above the creature, Snow Adder snaps off a pair of thistle arrow shots.
Deadly Aim, Rapid Shot. Point-Blank Shot.
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 5 ⇒ (5) + 5 = 10 plus 1 hp bleed damage for: 1d6 ⇒ 3 rounds
Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 5 ⇒ (3) + 5 = 8 plus 1 hp bleed damage for: 1d6 ⇒ 3 rounds

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Marcèl steps slightly towards the creature 5 foot step to the edge, not diagonally., pulling out his sword and holding it waiting for the creature to approach.

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Grimdoc hits the creature and a shockwave can be seen rippling through it's mass.
Snowadder then fires 2 arrows in rapid succession but only one manages to hit the creature..and the hole the arrows impact created quickly fills with more of it's oozing body (DR vs piercing arrow)
Marcel readies for when the creature comes close enough to hit.
It's indeed immune to precision damage (and critical hits)
The creature bleeds a bit in the water out of the hole Snowadder's arrow made in it.
A strange sound emerges from all the creatures mouths and a cacophony of maddening sound can be heard by all (except Calistan who's deaf...and all though it doesn't mention it being sounds based..it does mention it being a sound..).
Everyone within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect.
It then moves through the water towards 1M2G3L: 1d3 ⇒ 3 Logain and oozes half out of the water and tries to bite Logain with multiple of it's mouths
To hit Logain flatfooted AC: 1d20 + 7 ⇒ (1) + 7 = 8
To hit Logain flatfooted AC: 1d20 + 7 ⇒ (1) + 7 = 8
To hit Logain flatfooted AC: 1d20 + 7 ⇒ (20) + 7 = 27
To hit Logain flatfooted AC: 1d20 + 7 ⇒ (7) + 7 = 14
To hit Logain flatfooted AC: 1d20 + 7 ⇒ (18) + 7 = 25
To hit Logain flatfooted AC: 1d20 + 7 ⇒ (1) + 7 = 8
Most of it's teeth can't get through the magic protecting Logain..but a few mouths manage to close in on the soft elf flesh
wow..3 natural 1's, but a 20 as well
To confirm: 1d20 + 7 ⇒ (7) + 7 = 14
Damage Logain: 1d4 ⇒ 2
Damage Logain: 1d4 ⇒ 3
And then try to grab hold and not let go of what they manages to latch onto.
Grab vs Logain CMD: 1d20 + 7 ⇒ (17) + 7 = 24
At first it doesn't seem it can keep hold..but with so many mouth surrounding Logain is does eventually manage to hold on and Logain can feel the mouths start to suck some blood straight from his veins.
init
Party
Gibbering Mouther
Damage gibbering mouther: 31

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will dc 13: 1d20 + 5 ⇒ (1) + 5 = 6
confusion: 1d100 ⇒ 2
Logain tries to fight off the blob of teets and eyes with his rime encrusted scimitar. attack: 1d20 + 8 ⇒ (5) + 8 = 13 dmg: 1d6 + 5 + 1d6 + 5 ⇒ (5) + 5 + (3) + 5 = 18 intimidate if hit: 1d20 + 12 ⇒ (8) + 12 = 20
-Posted with Wayfinder

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Will: 1d20 + 2 ⇒ (15) + 2 = 17
Seeing as the creature didn't step close enough for him to attack it, Marcèl takes a step closer to the creature and lashes out at it.
+1 Aldori: 1d20 + 13 ⇒ (3) + 13 = 161d8 + 6 ⇒ (4) + 6 = 10
+1 Aldori: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 6 ⇒ (3) + 6 = 9
at least I made my save...

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just checking. It can move and full attack? I dislike grapples :s.
-Posted with Wayfinder

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@Logain, move no, full attack..yes assuming you use a light or one handed weapon and if you plan to do that magus thing where you cast spells as well..if you make the concentration check and you take a -4 penalty to dex (and an extra -2 to hit anything that isn't grappling you)
Logain tries to slice the glob of teeth, mouth and eyes off himself but the thing just morphs around his blade and he can't seem to hurt it (doesn't hit AC)
Marcel steps in closer and starts to slice away at it as well and manages to slice away a small chunk of it with one slash as the gash quickly fills with more ooze (DR vs slashing), but it just oozes around his blade when he aims it back for more
Damage Gibbering Mouther: 36

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will, hardy, shake: 1d20 + 8 + 2 + 2 ⇒ (19) + 8 + 2 + 2 = 31
Grimdoc will wait (delay) for Samuel, and if he moves, Grim will step into his space and take a cautious swing at the blob with the reach of his long hammer.
"Hang on there, Logain!"
+1 Lucern Hammer, bane: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
for dmg, PA: 1d12 + 7 + 2 + 2d6 ⇒ (2) + 7 + 2 + (3, 4) = 18

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Logain's wounds heal back up and Calistan feels the thousands of teeth pierce his flesh. He scowls before sitting down on the edge of the walkway and watching the battle unfold.

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Will Save: 1d20 + 1 ⇒ (15) + 1 = 16
Seeing an ally in trouble, Samuel steps up to support Logain. The Andoran swings down with his enchanted longsword.
+1 Longsword: 1d20 + 9 ⇒ (2) + 9 = 111d8 + 5 ⇒ (1) + 5 = 6

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"That didn't do what it should have. At least the thing bleeds though." Snow Adder fires another pair of arrows into it. Need to see about those blunt arrows next time I'm in town.
Deadly Aim, Rapid Shot. Point-Blank Shot.
Takes 1 hp of bleed damage.
Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 5 ⇒ (6) + 5 = 11 plus 1 hp bleed damage for: 1d6 ⇒ 4 rounds
Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 5 ⇒ (7) + 5 = 12 plus 1 hp bleed damage for: 1d6 ⇒ 6 rounds
Damn you immune to crits! Finally would have been a chance to take advantage of the expanded crit range of aspect of the falcon. At least I still nearly managed max damage on that one.

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Grimdoc get's ready to step forward and take a swing at the creature ooze from hell.
Logain's wounds heal back up and Calistan feels the thousands of teeth pierce his flesh.
Seeing an ally in trouble, Samuel steps up to support Logain. The Andoran swings down with his enchanted longsword but his blade is easily avoided by the blubber as it oozes around it's edge (doesn't hit AC)
Grimdoc steps forward and the impact from his hammer sends the ooze into multiple blobs which are quickly shot to pieces by Snowadder's arrows
Out of combat
With the gibbering mouther defeated it's fairly easy for you to retrieve the source of the magic you detected in the water. (Either someone dives in and get's it out..or you use the grappling hook to fish it out with some trial and error). It turns out to be a longsword.

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Cleaning himself off with a cantrip Logain looks disdainfully at the remains.
"Thanks for your assistance Grimdoc. That surely felt rather violating."
Logain says and checks to identify the sword.
spellcraft: 1d20 + 13 ⇒ (12) + 13 = 25

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"I could wield it, but it is probably a far better choice for one of you that will be at the front." Once everyone comes to the north door, Snow Adder uses another charge of his wand fully expecting another strange room.

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Samuel examines the blade.
"If you believe it is better than my blade I would be happy to wield it. I specialise in such weapons."
-Posted with Wayfinder

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Seeing the only direction mentioned was the north door.....moved you guys to the most north door on the map
After examining and deeming the door safe to open you do so to reveal:
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.

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Calistan implies that someone should spin the crank to see what happens.

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perception: 1d20 + 8 ⇒ (1) + 8 = 9
appraise: 1d20 + 4 ⇒ (6) + 4 = 10
know dungeoneering/arcana: 1d20 + 10 ⇒ (15) + 10 = 25
"Hmm curious machinery, but I am going to avoid it all together. The last experience was less than lovely." Logain says while studying the machinery and tries to see if there are any magical auras present to power it.

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perception: 1d20 + 9 ⇒ (8) + 9 = 17
"Curious indeed, what do you suppose it's purpose is, aside from the obvious smashing." Marcèl questions, wishing he had spent more time studying devices such as the ones they were finding here, and wondering who could have built them.

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No magical aura's, just a wheel attached to a crank. If you turn the wheel, the block will raise and if you place something under the block and let go of the safety the block will drop down and crush what ever is under it at the time..and then you can raise it up again and collect the power it produced.

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Grimdoc will follow as snow adder in and avoiding the block, check for doors...secret or otherwise.
"That's an awfully big sandwich press. Some might say it is too extreme . "
Perception : 1d20 + 12 ⇒ (1) + 12 = 13 +2 vs stone
obviously too distracted by the thought of sandwiches .

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Even though Grimdoc is distracted by his sandwich Snow Adder notices something odd...it seems that the block is indeed rigged to fall in case something ends up under it..but there's something else as well

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Knowledge (dungeoneering): 1d20 + 4 ⇒ (13) + 4 = 17
"The stone block is trapped. I can't tell what the trigger is though. We'd better get out of here."
Can't tell its even a creature with that roll, correct?

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Correct, you don't identify the trap for what it is
As Snow Adder finishes his examination of the room (along with Grimdoc next to him muttering something about sandwiches) they discover;
The worktable in this room is covered in various tools and devices. Though most of these are worn with use and not particularly valuable, they find a set of masterwork thieves' tools, a masterwork dagger, and an ornate hourglass the size of a fist.
In addition, hidden beneath one of the beds in this room is a pair of boots (which detects as magical)

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Assuming if someone points the trap out to Logain he can make a knowledge check, if not, ignore
know dungeoneering: 1d20 + 10 ⇒ (12) + 10 = 22
As the trap is pointed out to him Logain studies it for a moment from a distance and shares his conclusion.
"A Deathtrap Ooze. It seems we can avoid it, but be careful not to come near it.
appraise: 1d20 + 4 ⇒ (7) + 4 = 11
Logain starts to detect magical auras and looks through the various items present, identifying them when he can.
For spellcraft a take 10 for 23
As he looks over the boots the key falls out.
[b]"Hmm a key fell out. Wonder where it's for..."

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Samuel takes the new longsword, sheathing his own blade.
"Where to now my friends?"
-Posted with Wayfinder

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Moving to the side door you passed on your way to hear you quickly find out it's not locked or trapped and open it to reveal:
Purple desert shrubs and a small oasis adorn this sandy valley, which is bordered on all sides by impossibly tall barriers of solid sand. The crimson sky above shows the sun at its highest point, and the valley's intense heat creates a rippling haze in the distance.
Running fro north to south, a large dune makes up the floor of the valley, sloping gradually downward toward a narrow passage through the eastern wall.
There are also 4 large scorpions in this room.
They advanced towards you menacingly
Init Samuel: 1d20 + 2 ⇒ (4) + 2 = 6
Init Grimdoc: 1d20 + 7 ⇒ (12) + 7 = 19
Init Marcel: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Init Snowadder: 1d20 + 11 ⇒ (20) + 11 = 31
Init Calistan: 1d20 - 5 ⇒ (5) - 5 = 0
Init Logain: 1d20 + 2 ⇒ (4) + 2 = 6
Init Scropions: 1d20 + 0 ⇒ (17) + 0 = 17
init
Grimdoc, Snowadder
Scorpions
Party

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"Well lads, I suspect one of these is bad enough. A full quartet could make for a bad day. Erastil guide us against these critters!
Unable to reach the scorpions from his current spot, Grimdoc drops his lucern and swiftly calls Erasil judgement of attack and draws his dwarven waraxe as he moves in to strike.
HP 55, AC23 with shield/axe, save vs poison +14 (near 1 ally)
CI MW Waraxe, judgement, PA: 1d20 + 9 - 2 + 2 ⇒ (8) + 9 - 2 + 2 = 17 for dmg,PA: 1d10 + 4 + 4 ⇒ (5) + 4 + 4 = 13

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If ok, Snow Adder will pull on those boots (since they give him a nice benefit but work for no one else) and tap himself with his wand of aspect of the falcon before entering.
With a quick exchange of words, Grim agrees to face the monstrous beasts while giving Snow Adder an opening by the door. The ranger takes a quick step into Grim's spot and fires a volley of thistle arrows into the red-tinged scorpion. "Ware. Poison stongers and they can grab you with those claws."
Knowledge (nature): 1d20 + 8 ⇒ (16) + 8 = 24
Attack 1: 1d20 + 9 ⇒ (15) + 9 = 24
Damage 1: 1d8 + 5 ⇒ (3) + 5 = 8 plus 1 hp bleed damage for: 1d6 ⇒ 1 rounds
Attack 2: 1d20 + 9 ⇒ (14) + 9 = 23
Damage 2: 1d8 + 5 ⇒ (5) + 5 = 10 plus 1 hp bleed damage for: 1d6 ⇒ 2 rounds

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Grimdoc rushes into the room catching one of the scorpions off-guard with his sudden appearance hitting it on the side of it's carapace with his dwarven waraxe and cutting into it's flesh.
Snow Adder takes a step into the spot Grimdoc just vacated and starts to fire a volley of thistle arrows into the red scorpion.
The scorpions assault the closest target they can reach
Which means 2 of them can attack right now
Claw Red vs Grimdoc: 1d20 + 6 ⇒ (3) + 6 = 9
Claw Red vs Grimdoc: 1d20 + 6 ⇒ (17) + 6 = 23
Tail Red vs Grimdoc: 1d20 + 6 ⇒ (15) + 6 = 21
Claw Green vs Grimdoc: 1d20 + 6 ⇒ (9) + 6 = 15
Claw Green vs Grimdoc: 1d20 + 6 ⇒ (19) + 6 = 25
Tail Green vs Grimdoc: 1d20 + 6 ⇒ (7) + 6 = 13
So based on your stats, that's 2 hits
Grimdoc is able to side step most of the attacks or at least deflect them harmlessly of his shield and/or armor but 1 claw from each of the scorpions makes it past his defenses
Damage Grimdoc claw: 1d6 + 4 ⇒ (6) + 4 = 10
Damage Grimdoc claw: 1d6 + 4 ⇒ (5) + 4 = 9
Grab attempt: 1d20 + 12 ⇒ (2) + 12 = 14
Grab attempt: 1d20 + 12 ⇒ (20) + 12 = 32
They fight over who get's to keep a hold of Grimdoc but in the end the green tinted scorpion manages to win and lift Grimdoc up in one of it's massive pincers
While the 2 scorpions at the back try to climb over the ones in the front to get to you.
init
Party (with Grimdoc grappled) (with 2 of the scorpions delaying, in case 1 of the front row scorpions drop, they will move forward and attack, so please keep that in mind when placing yourself on the map )
Scorpions
Damage green: 13 (Grabbing Grimdoc)
Damage red: 19 (+bleed 1 for 1 round)