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What are the Fortune rerolls from?
Backed into a corner Sindarintol begins casting a spell as defensively as he can.
Cast Defensively DC 17: 1d20 + 3 ⇒ (16) + 3 = 19
His hand charges with electricity as he slashes his scimitar at the ghoul before him.
Scimitar: 1d20 + 1 + 1 - 2 ⇒ (16) + 1 + 1 - 2 = 16
damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Taking a 5 foot step he releases the electricity on the skeleton at the entrance.
Shocking Grasp touch attack: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
damage: 1d6 ⇒ 1
Spell Combat

GM DevilDoc |

The fortune rerolls are because I really didn't want to drop you with one hit. If we were in person, I could do this without yall even knowing when I pulled a punch. You will see that the first one was a Nat 20, and the second one was worth 10 pts dmg. Technically, losing all of the HP in one hit would have required a fort save, etc, so I was trying to cut yall a break. In the other game that I am running, I damn near completely killed a player because I just let the dice go (20 pts damage in one hit, but the rest of the team was able to kill the creature before the effect took place on the next round).. and I really do not want my first PC death to be from a tier one scenario... If yall would rather I not do that its cool, just tell me.
Levin Blasts the undead again with more holy energy, and watches in satisfaction as they fall to pieces before him.
Even at half damage, they would die, so not even going to bother rolling. Sindarintol, you can save your spell for later!
As you look around the room, you find what appears to be the remains of a Dhampir (shaded box).

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Sindarintol kneels down next to the Dhampir, looking for any signs of unlife.

GM DevilDoc |

Thank you for the FAQ. I appreciate the direction, and will remember that! Any advice that helps me be a better GM is worthwhile. As for the Fortune rerolls, as you wish. If you are not having fun, it is up to me to adjust to make it so.
Sindarintol finds no signs of life, indeed, the dhampir is in an advanced state of decomposition, aided by the fact that it has obviously been the meal of choice for the zombies for a while now.
Perception Checks?

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Don't get me wrong I am having a blast. Was just confused by the Fortune Rolls is all :)
Sindarintol looks around but pays little mind to his surroundings.
Perception: 1d20 + 1 ⇒ (1) + 1 = 2

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Perception: 1d20 + 8 ⇒ (2) + 8 = 10
-Posted with Wayfinder

GM DevilDoc |

Among the fallen bodies, the you find a note written by the dhampir that details plans to start an army of undead made from the “fish people” who have been frequenting this cave. You also find a sword, a ring, a crossbow, a set of bracers, and a pearl.

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"Interesting find... I wonder what happened here?"
Jaxal looks over the found items, trying to determine what they may be.
Detect magic on all, and Spellcraft +10 to identify. Take 10 might be enough to do the trick, but if not, I can roll for each item showing magic.

GM DevilDoc |

Thats fine.. these items are pretty basic so I dont see why it would be that hard to identify them.
All of the items resonate with magic, and you are able to identify a +1 longsword, +1 light crossbow with a normal quiver of bolts, a set of +1 bracers, a pearl of power lvl 1, and a +1 ring of protection.

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Jaxal informs everyone of his findings.
"We should make use of these items. While I would appreciate the extra protection, let's face it - I am going to be hiding in the back of any fight, so the ring and bracers are probably more useful to those standing between danger and me. However, if no one wants the crossbow, I suppose I could try to put it to use."

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Grimnir eyes the ring. "I wouldn't mind borrowin' that 'til we're out of 'ere. I suffered a pretty good wound in th' last battle, an' still lack a way ta heal it," he says.

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Levin nods at the dwarf. "Sure, you can have it. With luck, it'll keep you from getting hurt more in the future. Let's keep going."
-Posted with Wayfinder

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Sindarintol grasps the pearl of power. This may come in handy. Where should we explore next?
Sindarintol winces in pain as he grasps his side. Does anyone have any healing I might use?
First time character so no wand unfortunately.

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potion of barkskin,
potions of cure light wounds (2),
potion of feather step,
potion of vanish,
scroll of entangle,
scroll of gust of wind,
scroll of identify,
scroll of mage armor (CL 6),
scroll of obscuring mist,
wand of burning hands (CL 3rd, 4 charges),
wand of cure light wounds (CL 3rd, 8 charges),
acid,
alchemist’s fire (2),
holy water,
smokestick,
tanglefoot bags (2),
thunderstone
There is a wand in Janira's Bag we grabbed with 8 charges if you want to use that on us.

GM DevilDoc |

All set and ready to go? I really need to look closer at things when I am posting on the fly...
During his search of the room, Jaxal finds a hidden passage cunningly carved into the stone. This leaves the party with an option: Follow the new passage or return to the Gillman's cave and try the other pathway.

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Grimnir looks at the secret door Jaxal found.
"Me pappy once said a secret door always 'olds a secret," he says.
"Per'aps we ought ta follow this way."

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"Makes sense. It may be a secret entrance. However, I do want to finish my mapping of the main caverns. Perhaps we could block this and come back to it? We have met the gillman and fixed his evil problem, so really, all that is left of our mission is to document the caves."
Jaxal looks like a complete geek, standing there in a robe and scarf holding a journal and ink quill with ink on his nose. How he ever took up adventuring is certainly a mystery. If he was wearing glasses, he would be pushing them up his nose right now.

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"I think we should follow this tunnel. Who knows where it might go!"
-Posted with Wayfinder

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"Very well." Jaxal makes a few more notes, and then is prepared to follow the others into the secret passage.

GM DevilDoc |

The party moves through the secret door and into a series of tunnels that range from 2-5 feet wide, but average about 9 feet high. The luminous fungi continues through these tunnels, and there are other piles of detritus and fungi coating the floors and making them a little slick -4 acro in this area As you move forward, the tunnel slants upwards and you can feel a fresh draft of wind.
GM: 1d6 ⇒ 6
Jaxal Perception: 1d20 + 9 ⇒ (3) + 9 = 12
I used Jaxal because he has the highest perception.
Move about as you please, just informal turns.

GM DevilDoc |

As Sindarintol moves forward, he notices a very large pile of mold and fungi that does not seem to be normal. The overwhelming stench of rot and decay fills his nostrils as he moves back into the main tunnel.

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Sindarintol makes his way back to the group. there seems to be some sort of a pile of mold of fungi up ahead blocking our path. It smells of rot and decay. We should be wary of it.

GM DevilDoc |

Continue in informal rounds.. everyone is up

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Grimnir stops in his tracks and looks carefully at the area.
"Can we bypass it, lad? Per'aps we could burn it up..." he says as he removes a vial of acid from his bandolier.
perception: 1d20 + 3 ⇒ (5) + 3 = 8

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Knowledge (nature): 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Levin nods. "Good idea. Best not to get too close, it'll try and eat you or your weapons."
-Posted with Wayfinder

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Sindarintol makes a few quick gestures as his left hand begins to crackle with lightning. Blast our way through?
He is careful not to touch any of his companions as they are packed into a tight corridor.
We need to strike it from all sides and quickly. Sindarintol makes his way back down the side corridor.

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Grimnir nods and pulls a flask of acid from his bandolier.
"Aye...le's see what it does," he says as he tosses the flask at the area Sindarintol has pointed to.
ranged touch: 1d20 + 3 ⇒ (14) + 3 = 171d6 ⇒ 3

GM DevilDoc |

The pile of mold and fungus rears up in silent anger in response to the acid that Grimnir douses it with.
Jaxal Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Sindarintol Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Mamori Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Levin Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Slime mold Initiative: 1d20 - 1 ⇒ (20) - 1 = 19
Bold may post
Levin
Slime Mold- 3
Party

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GM DevilDoc |

Levin sinks an arrow into the pile of slime and fungi as it starts lumbering toward the party.
Bold may post
Slime Mold- 5
Party

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Sindarintol slashes his scimitar at the ooze as his left hand grasps the edge of it arcing with lightning.
Scimitar: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15
damage: 1d6 + 1 ⇒ (2) + 1 = 3
Shocking Grasp: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Damage: 1d6 ⇒ 5
Spell Combat

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Jaxal looks in Janira's pack for anything useful.
"Hey - wand of burning hands might be useful!"
He also grabs an alchemist fire.
Next round will be doing some burning...

GM DevilDoc |

Sindarintol merges muscle and magic in a blazing display while Mamori steps forward and shows that economy can be just as effective.
~Bot Grimnir~
Grimnir takes a good hold on his hammer and steps into the blow, adding all of his strength and just barely clipping it
Power Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Explosively turning the creature into a giant puddle of goo.
Assuming that yall just continue moving, as no one took any damage....
Continuing on up the tunnel, you begin to hear sounds of combat punctuated by cries from a familiar but much weakened voice calling out tales of heroes long past. Coming out of the tunnel, you find yourselves on a hill overlooking a sloping field and stream. Across the stream, you see a very bloody and tired Janira trying to fend off the minotaur.
Map is updated. Everyone will get one standard move as their surprise round before we enter initiative.