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"Sounds like a good plan, Azeban. Let's move on."
Seeing Gerdur rushing to the hall of legendary beasts, Faustus follows.

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Can I get 2 Perception checks and a Know Religion check from everyone please.

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Faustus Perception #1: 1d20 + 12 ⇒ (5) + 12 = 17
Faustus Perception #2: 1d20 + 12 ⇒ (5) + 12 = 17
Faustus Religion: 1d20 + 8 ⇒ (4) + 8 = 12 (+3 if it is to identify a critter)
OMG is that some bad rolling!

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Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Knowledge (religion): 1d20 + 6 ⇒ (2) + 6 = 8 +3 to identify creatures

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As you begin to make your way towards both the Salon and the Hall of Legendary Beasts, the first thing that begins to become painfully obvious is that it's not just that someone has disturbed the various displays, but it is beginning to look like someone random stripped it, taking chunks of both metal and wood. And rather crudely.
The second-floor salon is intended for casual conversation and light entertaining, especially before and after presentations in the adjoining lecture hall. The paintings are romanticized depictions of historical events from around the Inner Sea, interpreted by artists several generations after the fact. Each is a genuine masterpiece and quite valuable.
Beyond that, lies the museums oldest and most renowned attraction, the Hall of Legendary Beasts. This <once> impressive gallery features all manner of beasts from across three continents, mostly felled by members of the Blakros family. The biggest draw is a stuffed “tyrant lizard,” but the gallery includes almost anything worth hunting, from marlins and a tiger to a cockatrice and hippogriff. A gigantic reptilian beast is on display in the center of this expansive gallery, ferociously leering over the collection of taxidermied animals and monsters. Many exhibits have been smashed or torn apart, scattering limbs and sawdust across the basalt floor. A small door at the eastern end of the room is labeled “Private Events Only”, leading to a small ascending staircase.
As you begin to enter, Ms Gerva begins to visibly shake, terrified of something, but can not seem to tell what it is. It's all she can do to not flee, but soon you all begin to feel it. It's like the room just got cold as a chill runs through your spine, and you can feel the small hair on the back of your necks rise, like a subconscious shield against the unseen nether spirits your mind is concocting.
You also spot a few hidden rooms on each ide of the entrance to the Hal of Legendary Beasts, but before you have time to investigate them, you feel a sudden rush of necromtic energy flood the room, and suddenly some of the bits and pieces of the destroyed taxidermied creatures begin to twitch, then suddenly fly towards others, forming a total of three separate stitched together, . . . beings. Vile purplish energy forms a sort of halo around them, like some sort of goo, holding the arms, claws, legs, and whatever it could grab together, but no where close to the natural way it should be, but rather some sort of ooze with random appendages ticking out.
I made a mistake, they are "oozes" and not undead. So, it's actually a Know Dungeoneering instead of Religion. If you already rolled Religion, you can keep the roll and just switch the modifiers to se what you know in the spoilers below, or reroll. It's up to you.
Azeban: 1d20 + 2 ⇒ (12) + 2 = 14
Faustus: 1d20 + 4 ⇒ (3) + 4 = 7
Gerdur: 1d20 + 2 ⇒ (8) + 2 = 10
Jory: 1d20 + 1 ⇒ (20) + 1 = 21
Karos: 1d20 + 7 ⇒ (9) + 7 = 16
Leil: 1d20 + 2 ⇒ (16) + 2 = 18
----------------------------------
Hungry Flesh 1: 1d20 - 3 ⇒ (5) - 3 = 2
Hungry Flesh 2 (T-Rex): 1d20 - 3 ⇒ (11) - 3 = 8
Hungry Flesh 3: 1d20 - 3 ⇒ (16) - 3 = 13
ROUND 1
Jory (), Leil (), Karos (), & Azeban ()
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Hungry Flesh 3 ()
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Gerdur () & Gerva Golda ()
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Hungry Flesh 2 ()
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Faustus ()
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Hungry Flesh 1 ()
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Round 2 -> Jory (), Leil (), Karos (), & Azeban ()
MAP UPDATED :)

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Jory looks and waits for intel on these things.
"What the F(*& are these things? Should I use cold iron or adamantite or just plain arrows?"
Unless hearing anything specific, Jory starts on the closest one with normal arrows. He uses his ki focus to fire four arrows, moving fire if the first goes down.
arrow 1;deadly aim: 1d20 + 12 ⇒ (20) + 12 = 321d20 + 12 ⇒ (14) + 12 = 261d8 + 11 ⇒ (7) + 11 = 18
arrow 2;deadly aim: 1d20 + 12 ⇒ (6) + 12 = 181d8 + 11 ⇒ (4) + 11 = 15
arrow 3;deadly aim: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 11 ⇒ (3) + 11 = 14
arrow 4;deadly aim: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 11 ⇒ (4) + 11 = 15
Arrow 1 uses the 14 to confirm by rule
xtra damage if critical: 2d8 + 22 ⇒ (8, 3) + 22 = 33
Jory's first arrow goes for a bundle of nerves he sees in the creature.
First arrow hits for 51 if it is 26AC or lower and takes criticals

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It does look like it takes on dead organic material to empower itself. Arrows are made up of. . .

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Also, forgot to include Gerva, so I'm going to edit her back in.

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"Undead? Or perhaps the ooze itself? I do not know, I'm unfamiliar with these creatures," Azeban says, but movse away from said creatures as he retrieves a flask from his pouch.
Standard action to retrieve an Alkali Flask and moving back a bit.

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kn:Dungeoneering: 1d20 + 7 + 3 ⇒ (10) + 7 + 3 = 20
"Damnation, this is not going to be fun! These are Hungry Flesh, oozes that consume flesh. Don't let them touch you, or you'll probably be infected with their disease! Only use blunt weapons... open wounds will cause them to heal, and grow! We'll need fire or acid to keep them from regenerating! Who has that available?
"Gerdur, your earthbreaker and my Final Arbitration are our best bets. Others, be ready to support us with fire and acid!"
He sees what Jory is doing... and the one seem to be growing. "Jory! No! By Asdmodeus's swinging gonads! Don't attack them that way!" Of course, it is likely that the extremely large amount of damage that Jory is producing will still be more than enough.
"Azeban, get some fire on that thing before it grows again!"

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"Wounds. Heal?" says Karos, wondering if Faustus has lost his mind. He looks at his musket and back at the monster.
Might some of the displays be turned into makeshift weapons?

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Sure. Lets say it takes the equivalent of a Standard Action to grab something and prep it as a weapon.

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Jory replies to the devil worshipper.
"I asked what to use, and I used what I had when I got no answer. Stop giving advice or praising the prince of devils and go hit one with a weapon. If you keep goldbricking and complaining, you get an arrow too."

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Knowledge (Dungeoneering): 1d20 + 9 ⇒ (3) + 9 = 12
“I have no acid! Or fire! Uhm...“
Leil looks for something to use as a makeshift non-pointy weapon, and grabs a wooden post from a display, moving away from the nearest ooze.
sorry i won't be much use in this fight, feel free to bot/skip me if you want to run faster than i am posting

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The creature reacts with pain to each arrow, but seems to grow larger and consume the arrows right afterwards, quickly, abnormally healing some of the damage it just took. Leil and Karos both begin pulling random pieces of junk apart, making a makeshift weapon while Azeban begins searching his pack for a flask to use as a weapon.
The furthest ooze begins to creep forward, going after Azeban, but as it moves slowly, forcing it's body to lumber about, it is not able to smash him just yet, swiping wildly, like it hasn't yet mastered it's own body.
Will DC 15: 1d20 + 5 ⇒ (11) + 5 = 16
ROUND 1
Jory (), Leil (), Karos (), & Azeban ()
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Hungry Flesh 3 ()
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Gerdur () & Gerva Golda ()
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Hungry Flesh 2 ()
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Faustus ()
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Hungry Flesh 1 (-42* <4>)
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Round 2 -> Jory (), Leil (), Karos (), & Azeban ()

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Please let me know which ooze you (all) are attacking. Sometimes it's easy to guess, but sometimes it can also be confusing.
Gerdur stop up to bat and pulverizes the incoming creature with his titanic hammer. Unlike before, this time it doesn't seem to react well, neither instantly beginning to heal itself in some deformed way, but also it doesn't seem to get any larger after suffering the blow.
Just as Gerdur steps forward, Gerva takes step back, wanting to avoid the thing at all costs. She is once again terrified, and very close to slipping into some sort of mania. Standing further away though, she is able to keep control of herself, for now, and begins to chant strange spider words of magic, then lays a hand on Gerdur's shoulder, allowing power to flow into him.
Suddenly the T-Rex Ooze begins to lumber towards Gerdur, utilizing the top half of the massive skull to bash at him, but as it does so, suddenly the rib cage opens up, both attempting to wash over him and grasp him within itself. With a deft sidestep, he manages to avoid it entirely.
Attack vs Gerdur (AC 16): 1d20 + 5 ⇒ (4) + 5 = 9 <miss>
ROUND 1
Jory (), Leil (), Karos (), & Azeban ()
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Hungry Flesh 3 (-20)
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Gerdur () & Gerva Golda ()
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Hungry Flesh 2 ()
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Faustus ()
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Hungry Flesh 1 (-42* <4>)
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Round 2 -> Jory (), Leil (), Karos (), & Azeban ()

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Jory, if you threaten, you may take an AoO on Hungry Flesh 2.

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Not till level 9 with the bow -- Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
Jory attacks with a punch as the ooze opens itself up for his shot.
unarmed: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 2 ⇒ (4) + 2 = 6

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Faustus declares Bane vs. Oozes, and attacks #2 w/ Power Attack.
PA, +1 Adamantine Mace, Bane: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 damage: 1d8 + 9 + 2 + 2d6 ⇒ (1) + 9 + 2 + (1, 6) = 19
Faustus yells out, "Bring fire or acid onto the two damaged oozes! we need to keep them from regenerating!"
GM, what is the status of our 1min/level buffs? Faustus had 6 minutes total on his Shield of Faith... just need to know the state of it. Should have asked before we entered the room, so I could reset it, but, oh, well.

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It's been maybe a minutes since you came back upstairs. Anything before that may be gone by now, just depending. I'd say you have been in the museum for under 10 minutes total, honestly.
Faustus steps up and give the newest ooze a good smacking, but just after that, the last one begins slowly crawling towards Jory.
ROUND 2
Jory (), Leil (), Karos (), & Azeban ()
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Hungry Flesh 3 (-20)
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Gerdur () & Gerva Golda ()
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Hungry Flesh 2 (-19)
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Faustus ()
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Hungry Flesh 1 (-37* <4>)
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Azeban throws his flask at the creature in front of him, doing his best despite the chaos of combat and Karos blocking his view. He takes out a flask of acid immediately after, preparing to throw it as well.
Throwing it at NE square of #3 and taking out an Acid Flask. Double damage against oozes! Splash is 1 normally, which means 2 splash damage. Not much but better than nothing.
Alkali Flask (ranged touch): 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1 -4 for firing into melee
Damage: 1d6 ⇒ 2
...ow. GM, should you or I roll for misdirection?

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Improvised Club, two-handed: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 191d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Critical Hit Confirmation: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 81d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Not a crit.
Karos raises his dinosaur femur in both hands and smashes it down against the rising ooze.

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1d8 ⇒ 1
Actually that IS a crit. . .
The Alkili flask goes a little wild, hitting two of the oozes, but also burning Faustus and Gerdur as well, (1 damage), and while not much, it does prevent the oozes from healing for a time, burning away what primal growth they would have.
Not liking the idea of being backed into a corner, Jory attempts to get to a better firing position after slamming his fist into one of the oozes, and feeling it's foul bile all over hi hand.
Fort: 1d20 + 9 ⇒ (8) + 9 = 17 <made it>
Acrobatics: 1d20 + 6 ⇒ (10) + 6 = 16 <made it>
Leil, wielding a scrap piece of wood as a club, moves in to attack, leaving Hungry Flesh 2 looking like it's on the verge of dissipating, but not yet willing to give up.
Leil Attack: 1d20 + 1 ⇒ (11) + 1 = 12 <hits>
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Hungry lesh 3 attacks Gerdur once again, and again attempts to both wash over him, though this time it succeeds, pulling the barbarian into it's foul viscous body and starting to slowly devour him.
Attack Gerdur (AC 16): 1d20 + 5 ⇒ (17) + 5 = 22 <HIT>
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Grab (CMD 19): 1d20 + 11 ⇒ (16) + 11 = 27 <Grabbed!!!>
Gerdur, I need a Fort Save please, and also likely a Grapple/Escape Artist check.
ROUND 2
Jory (), Leil (), Karos (), & Azeban ()
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Hungry Flesh 3 (-22)
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Gerdur (-1) & Gerva Golda ()
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Hungry Flesh 2 (-46)
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Faustus (-1)
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Hungry Flesh 1 (-37* <4>)
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Jory picks blunt arrows and starts firing at the injured ooze first and moving to the next injured. He uses his ki power and deadly aim to fire four arrows.
Hungry ooze 2 then 1 then 3
attack/damage: 1d20 + 12 ⇒ (19) + 12 = 311d6 + 11 ⇒ (5) + 11 = 16
attack/damage: 1d20 + 12 ⇒ (8) + 12 = 201d6 + 11 ⇒ (4) + 11 = 15
attack/damage: 1d20 + 12 ⇒ (13) + 12 = 251d6 + 11 ⇒ (6) + 11 = 17
attack/damage: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 11 ⇒ (6) + 11 = 17
All damage B
Seeing the ooze almost latch onto him and grab the gnome, Jory looks at the devil worshipper with suspicion.
"Did you leave out the grabbing ability too?"

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Actually, I think I might have. :(
Sorry.
And I also just remembered they are immune to crits, too.

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And I also just remembered they are immune to crits, too.
Duh. Of course. I also forgot. I got carried away with the natural 20.

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Jory, do you Provoke with your bow? I had you tumble away so you could full attack later without being threatened, (to speed things along), but you can do this instead if you want. The issue it, you can't 5ft step back.

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Jory's multitude of blunt arrows drops the creature in front of him with, then the one next to it, and finally, with a full two shots remaining, also the third one to the south, causing them to loose their form and release the organic matter they had tried to infect, causing it to fall to the floor almost in unison and leaving a massive mess.
Yes, Jory's Full Attack just killed all three.
I need a Heal Check from everyone.
Once the creature's slime trails dissipate away allowing you to travel safely, you search the rest of the room, finding little of value, and also the two small hidden rooms you had spotted earlier.
One is a storage room is with plenty of supplies for maintaining the hall’s various taxidermy beasts, as well as a well-loved pesh pipe hidden in a box labeled “spare eyes.” The next is another storage room, spot behind a colorful but otherwise mundane Taldan tapestry. The museum staff uses it to store cleaning supplies and tools used to mend and maintain the historical gallery’s exhibits, as well as replacement plumes for military helms, which go missing with distressing regularity.
The last is a small library, and hidden within you manage to spot both a Pearl of Power (2nd) and Whip Feather Token. This leaves you with only one way left to go, up the set of stairs at the far side of the room, on into the unknown. . .
I don't want to get too far ahead without that Heal Check.

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Pearl of Power doesn't do anything for me as I'm not a preparation caster.
Heal: 1d20 ⇒ 11
"My apologies for hitting you with the liquid," Azeban says to Faustus and Gerdur.

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heal: 1d20 + 7 ⇒ (3) + 7 = 10
nope, nothing

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You can't try an untrained skill check with a DC above 10.
actually, that's only the rule for Knowledge checks. For other skills that can be used untrained, you can hit any DC you can roll.

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Yes. If a Skill can be used Untrained, (most), you can hit any DC normally. If a skill is Trained Only, you can't attempt it without having at least 1 Rank. Know Checks are a special case in that it allows you to make the check even if you have no ranks, but you can't get any higher than commonly known info (which is what DC 10 represents). So an untrained Heal check is fine, and there is no max to what you can get.

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"So far as I know. Hopefully your little bout of swimming in the ooze won't have any lasting effects. Let's go ahead and head up the stairs! Too bad that none of us has to memorize spells, that pearl of power is a pretty nice tool."
Before doing so, Faustus will recast his shield of faith. He will also cast perceive cues (giving him +5 to Perception and Sense Motive for 50 minutes) and see invisible (for 50 minutes).

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As you begin to head towards the doors that will head to the next and final floor, suddenly Gerdur begins to clutch his stomach, and he begins to visible shake, his body succumbing to the internal infestation that had gone untreated.
Con Damage: 1d2 ⇒ 1 and also Cha Damage: 1d2 ⇒ 2
Once the disease's ravages have stopped, you are able to continue onwards.
------------------------------------------------------------------------
------------------------------------------------------------------------
IT'S THE FINAL COUNTDOWN!!!!
------------------------------------------------------------------------
------------------------------------------------------------------------
The stairs lead up to a single large room within one of the Blakros Museum's towers. A mosaic of the night sky and winter constellations covers the domed ceiling of this circular chamber. Rich embellishments
fill the walls, and a plush carpet covers the floor. Heavy antique furniture has been overturned or broken, much of it incorporated into a series of sparking devices.
It is only as you step into the room does all of the previous destruction of various displays and other artifacts makes sense, as standing across the room is what is left of the boy you had been asked to find, Pendlton Blakros. He looks at you in an emotionless stupor, and it seems like he has taken bits and scraps of the various woods and metals he has come across to make some sort of technological exoskeleton.
At his sides are two more of the brutal metal-men you had encountered as you entered the building. Perhaps the same ones, you can't be sure, but is so, these two appear fully healed and unharmed.
The entire room, once a private room that was by invitation only, it's many one-of-a-kind treasures have been utterly destroyed and incorporated into Pendlton (link to picture), and the rest of the room lies in shambles.
Faustus: 1d20 + 4 ⇒ (14) + 4 = 18
Gerdur: 1d20 + 2 ⇒ (17) + 2 = 19
Jory: 1d20 + 1 ⇒ (16) + 1 = 17
Karos: 1d20 + 7 ⇒ (16) + 7 = 23
Leil: 1d20 + 2 ⇒ (4) + 2 = 6
----------------------------------
Pendlton: 1d20 + 1 ⇒ (2) + 1 = 3
Robot 1: 1d20 + 1 ⇒ (7) + 1 = 8
Robot 2: 1d20 + 1 ⇒ (2) + 1 = 3
[ooc]All of the decorations (chairs, tables, etc. . . count as difficult terrain, meaning charging is likely impossible. Secondarily, you can use some of it for cover if needed.)
From Pendlton, or that creature that seems to be "possessing" his body, at least, you can see this strange, viscous silvery ooze that seems to seep from his many wounds, as bits of metal, wires, scraps of wood, and other refuse are literally digging into his body, some of it piercing entirely. With only a quick inspection, the boy almost looks like a zombie, uncaring, lumbering about, and moaning not unlike someone that is suffering from the worst effects of some foul disease now robbing them of their very mind and spirit.
As you enter the room, Gerda sees the creature, and his spirit shatters. She screams, and fropping what weapons she still has, flees back down the stairs, biting and clawing at anyone that tries to stops her. Her mind has finally given to the madness that had seeded in her.
ROUND 1
Karos (), Gerdur (), Faustus (), Jory (), & Azeban ()
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Robot 1 ()
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Leil ()
-----------------------------------------------------------
"Pendlton Blakros" () & Robot 2 ()

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Jory advances five feet and fires arrows at the two robots like the ones he saw earlier. He uses his adamantine arrows. He uses deadly aim to sacrifice accuracy for damage and makes the first arrow with extra concentration.
Full attack robot 1 then robot 2--ki point for fourth arrow
attack 1/perf strike reroll/damage: 1d20 + 11 ⇒ (12) + 11 = 231d20 + 11 ⇒ (11) + 11 = 221d8 + 10 ⇒ (2) + 10 = 12
attack 2/damage: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 10 ⇒ (3) + 10 = 13
attack 3/damage: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 10 ⇒ (7) + 10 = 17
attack 4/damage: 1d20 + 6 ⇒ (13) + 6 = 191d8 + 10 ⇒ (8) + 10 = 18
Not able to close to optimum range, his arrows are a little less accurate.
Move diagonally up and left one square.
"Devil dealer, get in there!! Don't wait!!"

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Karos moves to line up a shot, calling down the judgment of the gods on the nearest robot.
Judgment of Justice: +1 sacred bonus to attack rolls.
+1 musket, Point Blank Shot & Judgment of Justice: 1d20 + 7 + 1 + 1 ⇒ (10) + 7 + 1 + 1 = 191d12 + 1 + 1 ⇒ (4) + 1 + 1 = 6