
GM Nightfeather |

Manzcar's swing passes harmlessly through an extending pseudopod, and the bizarre, otherworldly thing engulfs him whole!
Bludgeoning Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Manzcar is laying prone beneath the pulsating slime mold. He has gained the pinned condition and is in danger of suffocating. "A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check."
Suffocation: A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.
Further, Manzcar needs to make a Fortitude save.

GM Nightfeather |

One of Jory's arrows narrowly misses clipping a goblin's ear, but the other sinks solidly into its companion's thigh, bright red arterial blood spouting from the wound.
Okay, Jory is the only PC who has acted in round 3. Everyone else can go, keeping the rulings I've made here and in the discussion thread in mind.

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Alys throws his grapling hook at Khain
After all It seem that wizards dont fly huh
And as for you...
Alys says at the slimy thingy
Let go Manzcar!! He's my loyal servant!!
Alys runs at the pit and jumps down
acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25

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Moving slowly ahead and clanking all the way, Rutilus finally reaches entrance to the tunnel. Seeing that problems are starting to mount, he decides it is nigh time to call his goddess for help.
"Mother of souls, bless my allies and friends here, and help us in our endeavours!"
Move to J9 (only 20' due to armor), casts Bless
Bless - Each ally (within 50 feet) gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Manzcar |

1d20 + 4 ⇒ (6) + 4 = 10

GM Nightfeather |

Khain: Since you more or less worded your post as an if/then statement, you didn't fire the acid dart, so you still have a standard action, which you can downgrade to a move to climb out of the trench. It takes two squares of movement to get out.
Alys: Okay. I can't quite map what you're doing there onto the standard/move/swift action economy, but it seems reasonable enough as a series of moves. You successfully land in the pit next to the slime mold without taking any falling damage.
Manzcar: Congratulations, you have avoided contracting Fungal Rot. What's your post at #260? An Escape Artist attempt? If so, alas, it failed (you're looking for a 14), and your actions for the round are over.
Rutilus: Noted, and your actions for the round are likewise complete.
All: Keep in mind that the slime mold is at the bottom of a ten foot pit. The only people who have line of effect to it for ranged attacks are those standing at the edge of the pit (or who are in the pit, like Alys.) No melee attacks from the edge, sorry, unless you have a reach weapon.
As near as I can tell, we're just waiting to hear from Travis (and for Khain to climb out of the sewage), then it's Team Evil's turn again.

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Travis looks over the edge, and sees that this is a fight that is not going well.
"Manczar, hang on!"
He pulls loose one of his beeds, and hurls it at the goblins who are laughing at the misfortune that has befallen us.
"Ekkie, if you like fire, WATCH THIS!!"
I have marked the spot red where the little fireball (url) lands.
It's DC14 reflex for half damage, in a 20ft radius.

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Fireball:
2d6 ⇒ (6, 4) = 10 fire damage.
Reflex goblin 2: 1d20 + 2 ⇒ (2) + 2 = 4 vs DC14 => 10 damage
Reflex goblin 3: 1d20 + 2 ⇒ (14) + 2 = 16 vs DC14 => 5 damage
Both goblins appear to have died.

GM Nightfeather |

A tremendous explosion roils forth from the sphere Travis hurled beyond the goblins. Brief looks of ecstasy cross their monstrous little faces before both of the thugs perish in fire.
The flame spills down into the pit, but luckily Manzcar is protected by the slime mold and Alys is short, so it does not reach them.
Ekkie literally vibrates in joy, unable even to speak.
The slime mold doesn't appear to be bothered by the flames at all, and continues its attempt to smother Manzcar to death.
Okay, that's the round for the baddies. Rutilus still gets a free standard left over from last round since I'm jumping ahead of him, and he and everybody else can now post moves at will for round 4.

GM Nightfeather |

Alys will need to move to give any of the rest of you space to climb down unless you want to attempt the DC 15 Acrobatics check to move along the ledges either side of the pit.
From any square around the edge of the pit, I'm ruling it's a DC 8 to climb down into it, since you can lower yourselves, dangle from the edge, then drop three or four feet or so (depending on how tall you are).

GM Nightfeather |

Actually, now that I think about it some more, you can move through an ally's space, so if you have movement enough to get to the edge, climb down (two squares worth of movement since it's ten feet) and then move "through" Alys, post away with those Climb checks. If you fall while dangling, it's non-lethal damage for you. I'll look up what it would be if you fall on Alys.

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Okay, that's the round for the baddies. Rutilus still gets a free standard left over from last round since I'm jumping ahead of him, and he and everybody else can now post moves at will for round 4.
You mean Khain, not Rutilus, right? Since I used both my move action (move 20 feet) and my standard action (cast spell). As for new round (#4), action is coming...

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Travis puts down the sunrod where he is standing, and then will attempt to lower himself onto the pit.
Climb: 1d20 - 2 ⇒ (15) - 2 = 13
He succeeds?
He draws his weapon, and charges the slime!
Attack: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (base bonus, bless bonus)
He fails to connect to a vital part it seems.
Ghastly creature!

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Taking the sunrod from nearby Travis, Rutilus uses the opportunity to enchant him with a minor protective spell, just before he enters the pit.
Cast Resistance on Travis
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

GM Nightfeather |

Khain climbs out of the sewage and moves toward the pit to help deal with the slime mold.
(guys, I am traveling today and trying to post via my cell. Please excuse. )
No problem. That probably means you can't edit the map, right? I'll move you to the lip of the pit so you can take a standard action (I'm assuming you're going to fire an acid dart at it?)

GM Nightfeather |

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post at #260 was an accident. Thought I was posting in another game saw I was in wrong game canceled out (or I thought I did) Sorry for the confusion. Been a long day at work as well.
Manzcar musters all the strength he can and tries to push the mold off of him as he hears movement in the pit.
strength check1d20 + 4 ⇒ (16) + 4 = 20

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Jory advances to edge of pit and fires at slime lining up perfect shot.
hit/reroll pshot feat/damage: 1d20 + 6 ⇒ (9) + 6 = 151d20 + 6 ⇒ (13) + 6 = 191d8 + 3 ⇒ (8) + 3 = 11
He sinks the arrow in deep.

GM Nightfeather |

Okay, going back in time… Khain's sizzling dart of mystical acid splashes into the back of the slime mold, leaving a terrible, smoking scar.
Manzcar, I think what you actually needed to do is perform a combat maneuver check or Escape Artist check but I'll take your Strength check as the first of those… Manzcar struggles mightily and manages to slip out from beneath the viscous mass of slime that had been pinning him. He finds himself adjacent to the thing in the bottom of the pit (at square O9).
Alys, remember that throwing an acid flask is a splash attack and can potentially damage everyone adjacent to the target. In Pathfinder Society play, you always have to ask permission of your allies before you do anything that harms them. Since the damage to all adjacent creatures (including yourself) is only one point, I'll allow it this time. Also remember that making a ranged attack adjacent to an enemy provokes an attack of opportunity... Alys whips out a glass bottle of green liquid and smashes it across the slime mold's bulk…
Damage from Acid: 1d6 ⇒ 6
…and spray from the attack bursts out in a fine burning mist that injures Alys, Manzcar, and Travis.
In immediate reaction, the otherworldly thing extends a pseudopod, slamming into the halfling, but to little effect.
Attack of Opportunity: 1d20 + 3 ⇒ (7) + 3 = 10
Jory, okay, I guess we can say that Khain took a five foot step back behind Ekkie giving you space to move up to the lip of the pit and make that arrow attack… Jory steps forward and looses a perfectly aimed arrow deep into the fungal creature's unnatural flesh. The thing finally makes a noise—its hideous dying scream.

GM Nightfeather |

After watching Ekkie nimbly scurry across the narrow ledge aside the pit, the heroes work together to carefully cross the pit to the far side.
This takes enough time that the light enchantment on the coin in the pit expires, leaving the sunrod as the only source of illumination.
A careful search of the pit bottom and of the charred remains of the two goblins turns up little of interest beyond two flasks of alchemist's fire, miraculously undamaged in the explosion that killed the pyromaniac monsters.
A crank in the corner where the hall turns operates the pit trap. You estimate that with two minutes of hard work, you could put the false floors back in place, but you don't see a way to brace the floors strongly enough to bear anything more than a goblin's weight.
I've placed you in the corner looking down the next corridor with Khain holding the sunrod, but feel free to rearrange your positions as you see fit.

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Manzcar moves with a noticable limp and seems to be breathing hard. This and the grimace upon his face show that his body has been wrecked to near unconsciousness. Manzcar turns to Rutilus,
My friend if you have an magic that can heal me at this time it would be greatly appreciated.

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"As I said before, I am not really well suited for healing, but there are some minor things I can do to help. Here, receive this gift from the Lady" - Rutilus states, as he touches Manzcar on the shoulder gently, while reciting a quick prayer.
Cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7

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Finished with taking care of Manzcar's wounds, Rutilus moves quickly ahead of the party, trying to reach the tunnel entrance. He stops short of the entrance and takes a quick peek within by just sticking his head across the edge and removing it as fast as possible.
Double-move (if possible) to T13, take a quick look at the hallway (Reminder, Rutilus is still carrying sunrod he took from Travis)
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

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Manzcar will walk slowly looking for more traps as he goes to stand next to Rutilus.
perception 1d20 + 0 ⇒ (4) + 0 = 4
how embarrassing falling fir a trap like that and almost getting killed.

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Manzcar looks back at the others
sounds like a lot of yelling and orders being given. I think we are in for a bit of a fight. does anyone else have healing abilities ? We may need to get oatched up befire we start this

GM Nightfeather |

The darkness at the far end of the corridor briefly lifts as a bloom of fire and brimstone roils out from a doorway far down on your right. The same acrid smell that rose from the goblins' flasks of alchemist's fire floats up the passageway with the sound of high-pitched giggling. Ekkie trots forward, mesmerized.
"Fire..." she whispers, struggling to push her way past Rutilus and Manzcar.

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Jory looks at Rutilus in disappointment. Finally the quiet dwarf can't stay silent anymore:
"No healing left from your diety? This is the first Pathfinder mission I have been one where a cleric or oracle can't heal the entire group at once. We have barely started and we are dipping into nonreplaceable healing. Our tactics are somewhat inferior, because the scouts are supposed to find and disarm the traps. I think we better get our act together, or we will be goblin bait."
Jory hands his wand to Rutilus. "Be conservative with this."
Unfortunately I do not think I can be reimbursed for the charges expended by PFS rules. So when you get your wand at second level, pay it forward!

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Alys Moves behind Ekie and press his sword against Ekkie's back
"Please dont do Anything reckless or stupid"
He wispers to Ekkie
Then he says to Rutilus
"Rutilus, I need some Healing, then I could go see whats going on there, Dont worry about me, If something happens I can always retreat shouting."

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Jory will take point and sneak down the hallway after motioning for Rutilus to heal those significantly wounded.
Perception then Stealth at +9: 2d20 ⇒ (2, 12) = 14
Jory is somewhat quiet but distracted.
With a 5 charisma, Jory is not known for social graces.