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Agreed farg replies and takes the suggestion as an invitation to check the door and unlock it if needed.
Perception1d20 + 7 ⇒ (14) + 7 = 21
Disable device 1d20 + 13 ⇒ (13) + 13 = 26

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Can't Ash talk to the little water blooper thing? (sylvan, Garen got the knowledge check to know it might speak that) Doesn't seem overly hostile, maybe it can be helpful?

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Ash looks at Garen "You think it would speak to us? Really? It looks...so wierd!. I happen to speak Sylvan..let's try!"
Ash shouts in sylvan at the creature with several water-dripping tentacles sprouting from its four-eyed fish's belly, with long fins protruding from its back.
Diplomacy if needed: 1d20 + 2 ⇒ (8) + 2 = 10

EndlessForms |

Yes, the subjective gravity is also in effect in the blown-out chamber. Don't worry, it won't be everywhere.
The party considers speaking with the grodair swimming about and, indeed, as you exit the blown-up chamber, the creature is waiting out in the circular hallway, peeking around the 'corner' to get a better look at you.
As Ash speaks a language it understands, it pops its eyes out a little further. It doesn't seem particularly forthcoming and just says back (in Sylvan), "My name is Blegensky. I won't harm you. Just leave me alone."
Diplomacy not high enough for much, although you could try to speak to her again later. Or someone else could try if you speak Sylvan or Aquan.

EndlessForms |

Farg then leads the party to the next door and finds it unlocked. The party enters a curved room where the gravity seems to be functioning normally. The room is empty save for a door on the other side directly across from the entrance.

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"It doesn't seem to like me very much, but it says it's name is Blegensky..and it won't hurt us. It just wants to be left alone"
Ash casts guidance and detect magic and takes a look at the door
(take 10 on perception for 10+12+1 = 23 using guidance)

EndlessForms |

Ash finds no magic in the room and the party heads through to find a narrow hallway that terminates in yet another door. Free of traps and magic, the party heads through this second door as well.
The ceiling of this hemispherical room is shaped like a massive dome, with the tallest part of the chamber reaching over sixty feet in height. Smashed glass orbs and various metallic baubles litter the ground, their sheen hidden under a thick layer of dust.
This entire room is difficult terrain.
As the party steps into the room, the liquid on the floor from the various shattered glass orbs begins to coalesce into a singular entity!
ooze: 1d20 - 4 ⇒ (16) - 4 = 12
Maaarv: 1d20 + 2 ⇒ (2) + 2 = 4
Garen: 1d20 + 1 ⇒ (5) + 1 = 6
Theo: 1d20 + 4 ⇒ (11) + 4 = 15
Ash: 1d20 + 4 ⇒ (20) + 4 = 24
Vinnie: 1d20 + 2 ⇒ (9) + 2 = 11
Farg: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative:
1. Ash, Theo, and Farg
2. Ooze
3. Vinnie, Garen, and Maaarv
Ash, Theo, and Farg are up!
Haha, half of the party got beat by an ooze with -4 initiative.

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Heh. Luckily, I beat him, so can end run to the back while he's still flat footed and can't smack me!
Knowledge (dungeoneering): 1d20 + 3 ⇒ (10) + 3 = 13
edit: oop, 1 short!
Little Foot goes on the offensive quickly, before the strange ooze can react, moving to the far side to give others flanking options.
Though, in retrospect... I suppose oozes probably have horrible AC's so getting flanking is probably not really a big deal.
Melee Power Attack: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16, for 1d10 + 11 ⇒ (6) + 11 = 17 damage.
30' move, and attack

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Frag steps forward into the chamber and moves in to flank the Ooze with Theo as he lashes out with his claw.
Attack assuming Flank and PA1d20 + 10 ⇒ (9) + 10 = 19 Damage 1d4 + 6 ⇒ (3) + 6 = 9
Moved 3 squares. Activate Archaeologists luck and attack

EndlessForms |

Theo runs around the ooze and cuts into it!
Ref: 1d20 - 3 ⇒ (19) - 3 = 16
Ash hurls a fire ball at it but the ooze miraculously moves out of the way!
Finall Farg steps up into flanking and slashes at the thing with a claw!
---
slam: 1d20 + 4 ⇒ (9) + 4 = 13
The ooze tries to hit Theo but the dwarf leaps out of the way!
Initiative:
1. Ash, Theo, and Farg
2. Ooze
3. Vinnie, Garen, and Maaarv
O: 26 dmg
You guys are up!

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Ash keeps the ball of flaming spinning on the ooze Fire damage: 3d6 ⇒ (3, 2, 6) = 11 Reflex save DC 15 to negate while taking a step towards Garen and providing him with some guidance.
"Hit the ooze where it hurts!..Which will be inside the ooze..or something?"
(Casting guidance and Garen)

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Maaarv circles wide around the ooze, drawing up a bomb to throw. "Yeah, let's try some more fire!"
Ranged Touch, PBS, Precise Shot: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Fire Damage, PBS: 3d6 + 4 + 1 ⇒ (2, 3, 6) + 4 + 1 = 16
The Precise Bomb Discover keeps Theo and Farg safe from splash damage.

EndlessForms |

Ref: 1d20 - 3 ⇒ (17) - 3 = 14
Ash rolls a ball of fire into the ooze! Maaarv's bomb finishes it off as Garen's hammer hits the floor where the ooze once was!
Out of combat!
There seems to be little left in this room of any value.

EndlessForms |

The party moves through the next door and finds a corridor that comes to a dead-end to the north but continues to the south with yet another door. This door seems to be locked.

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Farg presents a collection of handy tools but finds the lock rather complicated.
Disable Device 1d20 + 13 ⇒ (4) + 13 = 17
If that's not enough I'll try and take 10

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Sorry, I posted yesterday, but my work computer has been acting funny lately.
Maaaarv offers up his services to help Farg open the door.
Disable Device (Aid Another): 1d20 + 8 ⇒ (20) + 8 = 28
But he didn't mean to show up the tiefling.

EndlessForms |

Even with Maaarv's help Farg is unable to open the lock the first time. Taking a breath and putting his mind to it, he is able to open it on the second try though.
A massive, arcane machine takes up the majority of this room, its various cogs, gears, and canisters nearly covering the southern wall and branching out toward the various other corners of the chamber. Tubes and pipes stretch like tendrils into holes in the badly weathered walls. The center of the room's ceiling has sunken in considerably, and reaches a height of barely fifteen feet in the center o the room.
As the party steps into the room, a large spider-like monster with an eerie, female elven face surrounded by a shaggy mane of fur crawls out from behind the machine, dripping saliva onto the floor as it shows its fangs to you.
indarelle: 1d20 + 7 ⇒ (4) + 7 = 11
Maaarv: 1d20 + 2 ⇒ (18) + 2 = 20
Garen: 1d20 + 1 ⇒ (19) + 1 = 20
Theo: 1d20 + 4 ⇒ (10) + 4 = 14
Ash: 1d20 + 4 ⇒ (2) + 4 = 6
Vinnie: 1d20 + 2 ⇒ (5) + 2 = 7
Farg: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative:
1. Maaarv, Garen, Theo, and Farg
2. Indarelle
3. Vinnie and Ash
Maaarv, Garen, Theo, and Farg are up!
[ooc]I believe they made a mistake in this module, as it says that teleportation-like spells do not work in this chamber, which is why she is unable to attack from the Ethereal Plane like phase spiders normally do. But Ethereal Jaunt is supernatural and Ethereal Ambush is extraordinary so there is no spell-casting involved so she should be able to do it. But RAI they don't want her switching planes on you guys so I will play her tactics as written.

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Little Foot's eyes narrow in surprise, as the spider creature makes its presence known.
Once again taking advantage of quick reflexes, he moves as far as he can, to hopefully provide flanking opportunities for his comrades before the creature can react with what is probably a longer reach.
He has no clue what sort of creature it is, just that anything 'dripping poison' can't be good!
30' move, not sure if anyone will be able to flank yet, but should be a 5' step from it next round, if not. Then ready an action to attack once Farg and Garen go. (He might be flanking with one of them!)
Melee, PA: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 (+2 more if flanking), for 1d10 + 11 ⇒ (3) + 11 = 14 damage.
Also, as its a new day, would it be possible for someone to have tried to identify that +1 Ring of Protection we found in the armory again? (Everyone failed the first time we tried) Seems a resource we could be utilizing.

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Knowledge (Arcana): 1d20 + 12 ⇒ (2) + 12 = 14
"Muah! Man, whatever that thing is, I wouldn't get too close, Theo!" Maaarv calls out as he steps around and mixes up a Frost Bomb and tosses it at strange creature.
Ranged Touch Attack, PBS: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Cold Damage, PBS: 3d6 + 4 + 1 ⇒ (2, 4, 5) + 4 + 1 = 16
DC 16 Fort save or be staggered for one round. Precise Bombs discovery keeps allies safe from splash damage.

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Knowledge Arcana1d20 + 5 ⇒ (18) + 5 = 23
Careful the beast is poisonous! Farg calls out to his allies before moving forward and attempting to lodge his longspear into the creatures hideaous face.
Attack1d20 + 9 ⇒ (7) + 9 = 16 Damage 1d8 + 11 ⇒ (3) + 11 = 14
Activate Archaelogists luck.
Edit: Hmm just rolled 1d20+91d8s that didn't go as planned

EndlessForms |

Theo moves in and smacks the spider creature! Maaarv hits it with a bomb and Garen adds his own muscle against the beast! Farg uses his longspear to stay away from the poisonous creature and drives his spear straight through it! The creature crumples as it collapses on the ground.
Out of combat!

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"It's alright Ash - looks like we've got this taken care of. And nobody was poisoned!"
Maaarv adjusts his equipment as Ash searches the area.
"Anything interesting, Ash? Or do we need to go back to the room with the subjective gravitational field?"

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Little Foot almost cracks a smile as the strange creature is defeated.
"We're working well together." He observes. "Though what manner of spider has the face of an elf?" He muses aloud, as he examines the dead monstrosity.
He will examine the strange arcane machinery with no clue as to its purpose. "This what those notes were talking about you think?" He asks. "The area with the strange gravity should be right over there." He says after a moment, pointing roughly southeast. "Anyone see a way this joins up? Or do we have to backtrack?"
He'll take a moment, along with Ash, to examine the southern and eastern walls to see if there's a hidden way to connect back with the other area.
Perception: 1d20 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14
edit: wow... +13 and only get to a 14? =) Seems like solid stone to him!

EndlessForms |

Although the room is filled with many overpowering magical auras beyond Ash's understanding, there does not seem to be anything valuable in this room.
Theo looks for a shortcut back but, indeed, it seems to be solid stone and the party has to backtrack to the subjective gravity hallway where the grodair once again avoids you as you move to the next door, finding another curved room beyond with yet another door leading further out.
More in the morning!

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"What kind of spider? Definitely an ugly one." Garen retorts even as he attempt to search the room for anything else unusual. Failing to find anything else in this room as Theo apparently found nothing, he keeps his eyes out for trouble in the next room.
Perception 1d20 + 10 ⇒ (13) + 10 = 23

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Well this place sure hosts a fine many dangers...Farg surmizes as the group moves on.

EndlessForms |

Sorry, had a long 12 hour work day.
The party moves on to the next room, finding that the square chamber beyond is covered on all sides by strange canisters, chains, and metal tubes. Dusty statues and the shells of slumped-over constructs are lined up against the walls next to the strange apparatuses. As the party moves into the room, one of the constructs, in a dire state of disrepair, nonetheless remains mostly functional and moves to defend against the intruders!
golem: 1d20 + 3 ⇒ (1) + 3 = 4
Maaarv: 1d20 + 2 ⇒ (11) + 2 = 13
Garen: 1d20 + 1 ⇒ (19) + 1 = 20
Theo: 1d20 + 4 ⇒ (17) + 4 = 21
Ash: 1d20 + 4 ⇒ (13) + 4 = 17
Vinnie: 1d20 + 2 ⇒ (3) + 2 = 5
Farg: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative:
1. Theo, Garen, Ash, Maaarv, Farg, and Vinnie
2. Construct
You guys are up!

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Knowledge (Arcana): 1d20 + 12 ⇒ (19) + 12 = 31
"Folks, this here wooden golem is, well, made of wood. Just like a witch... so let's burn it!"
Maaarv dashes into the room as he shares his knowledge with his party. He then mixes up an explosive bomb and throws it at the golem.
Ranged Touch, PBS: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Fire Damage, PBS: 3d6 + 4 + 1 ⇒ (5, 4, 5) + 4 + 1 = 19
Character Folio Re-roll: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
That's better.

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Heh, Maaarv really wants to burn something!
Little Foot has the pattern down by now. He quickly moves around the far side of the creature before it can get going, and then waits for one of his allies to flank it, before taking his swing.
30' move, then ready an action to swing once someone gets into a flanking position
Said readied attack:
Melee, PA, flank: 1d20 + 8 - 2 + 2 ⇒ (9) + 8 - 2 + 2 = 17, for 1d10 + 11 ⇒ (3) + 11 = 14 damage (minus any DR).
edit: oops, not a great roll, hopefully it will still be flat footed when the swing goes off

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"We have to burn it?!"
Ash walks forward and lobs a small bolt of fire at the wooden golem
To hit touch AC golem: 1d20 + 7 ⇒ (8) + 7 = 15 (using point blank and precise shot) Fire damage if hit: 1d6 + 3 ⇒ (6) + 3 = 9