
Oslosuenus |

Oslo looks at the bone weapon that he felt almost break under his attack against the gelatinous cube As he approaches the remains the others quickly scoop up anything of use in the pile another pseudopod forms, making that four arms that the Oslo now has, and he takes up the small creature that is Fribble and looks him over, hoping his medical knowledge is able to save him.
Heal Check: 1d20 + 7 ⇒ (14) + 7 = 21
Current AC: 10 (10 Flat-footed / 10 Touch)
Current HP: 10 / 10 remaining
Current Weapon in Hand: Blaster Pistol +0 (1d8), Bone (weapon) +0 (1d8 or 1d6), and rope.
Spells (0-level, DC 13, at will) Create Water, Purify Food and Drink, Light;
(1st level, DC 14) Cause Fear©, Inflict Light Wounds©, Cure Light Wounds (d)©
Channel Energy (1d6, DC 14) 5 of 5 uses remaining
Restorative Touch (Su) 6 of 6 uses remaining - Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition.
Touch of Glory (Sp): 6 of 6 uses remaining - Give it a +1 bonus on a single Charisma-based skill check or Charisma ability check.

GM Gristle |

Dashuun finds the bone wand and the potion that Fribble lost in the ooze digestion. Oslo sadly learns of it's friends sacrifice, its body falls cold and lifeless.
There is nothing more of use in this room.
Proceed through the doors in front of you or return from whence you came?

LJ 447-LADY1 |

Init:1d20 + 3 ⇒ (16) + 3 = 19

Oslosuenus |

Initiative: 1d20 ⇒ 19
Oslo is a cleric.
Current AC: 10 (10 Flat-footed / 10 Touch)
Current HP: 10 / 10 remaining
Current Weapon in Hand: Blaster Pistol +0 (1d8), Bone (weapon) +0 (1d8 or 1d6), and rope.
Spells (0-level, DC 13, at will) Create Water, Purify Food and Drink, Light;
(1st level, DC 14) Cause Fear©, Inflict Light Wounds©, Cure Light Wounds (d)©
Channel Energy (1d6, DC 14) 5 of 5 uses remaining
Restorative Touch (Su) 6 of 6 uses remaining - Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition.
Touch of Glory (Sp): 6 of 6 uses remaining - Give it a +1 bonus on a single Charisma-based skill check or Charisma ability check.

GM Gristle |

Malatok rushes to the front of the group to meet the danger on the other side of the doors.
initiative: 1d20 + 1 ⇒ (2) + 1 = 3

LJ 447-LADY1 |

Lady loads another bolt as she readys her crossbow, and looks at the others.

GM Gristle |

hape1initiative: 1d20 + 2 ⇒ (17) + 2 = 19
hape2initiative: 1d20 + 3 ⇒ (2) + 3 = 5
hape3initiative: 1d20 + 3 ⇒ (7) + 3 = 10

GM Gristle |

There are three of those heinously gnarled-looking guards awaiting you once you pass through the door.
They get surprise on you. If you want to change your marching order just let me know.
Order is:
Dashuun
Lady
Oslo
Hape 1
Ashleaf
Hape 3
Hape 2
Malatok

GM Gristle |

Hape 1 attacks Malatok with a longspear immediately as he exits the Northern corridor.
attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

GM Gristle |

Hape two takes a shot from his repeating crossbow at Dashuun as he exits.
Shot: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 ⇒ 3
Hape 3 takes a shot at Malatok with his repeating crossbow at Malatok.
Shot: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d10 ⇒ 9
End of Surprise Round
============================
Begin Round 1

GM Gristle |

In the anticipation of the monsters bursting from the corridor, one guard fires his repeating crossbow at the small lizard creature and it flies way over his head. Malatok was not so lucky.
Upon leaving the corridor, Malatok ran right into the longspear of the guard waiting outside the door. Right before he fell unconscious, he is struck with a bolt in the neck.
Malatok falls to the ground defeated. at -4HP

LJ 447-LADY1 |

Get into position and fire at the one near Malatok in column 33
1d20 + 3 ⇒ (3) + 3 = 6

Oslosuenus |

The walking ooze moves himself up to the corner and takes aim at the strange looking creature that has dropped the blue man and fires a shot off from the blaster.
Blaster Shot at first in line 33: 1d20 ⇒ 11, Damage: 1d8 ⇒ 7
Current AC: 10 (10 Flat-footed / 10 Touch)
Current HP: 10 / 10 remaining
Current Weapon in Hand: Blaster Pistol +0 (1d8), Bone (weapon) +0 (1d8 or 1d6), and rope.
Spells (0-level, DC 13, at will) Create Water, Purify Food and Drink, Light;
(1st level, DC 14) Cause Fear©, Inflict Light Wounds©, Cure Light Wounds (d)©
Channel Energy (1d6, DC 14) 5 of 5 uses remaining
Restorative Touch (Su) 6 of 6 uses remaining - Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition.
Touch of Glory (Sp): 6 of 6 uses remaining - Give it a +1 bonus on a single Charisma-based skill check or Charisma ability check.

GM Gristle |

Dashuun vanishes before the eyes of the guard to there dismay. Lady's bolt fires wide to the left of the guard responsible for felling Malatok. Oslo holds up the shiny alien pistol as a forceful blast emits a clean pulse of fiery light fired in a clean line towards the culprit of Malatok's ending. In haste, the ooze creature fires high, into the wall causing a small explosion from the stone above.

GM Gristle |

The spore is lobbed in a soft arc over Ashleaf's allies and onto the guard that fell Malatok , sticking to his leathery armor.
Will save: 1d20 - 1 ⇒ (14) - 1 = 13

GM Gristle |

The remaining two guards suddenly fall unconscious to the ground right as three more guards enter the room , each with repeating crossbows losded

GM Gristle |

After an arduous and deadly jailbreak from the lab. The monstrous heroes take a wrong turn into the "cleansing" corridor which is foul and filthy, not to mention the difficult time with it's dangerous occupants only to fall into an ambush into a large room that connects many corridors.
There is a large, heavy bronze grate in the middle of the floor.
Ashleaf's spore lands perfectly between all three guards who made the mistake of bunching together.
The guards who have just entered the room are loaded and ready to shoot the escapees with repeating crossbows while a loud bang ushers in the slow movement of the heavy grate as it begins to recede into the floor in front of the guards now attacking. Screeches provide evidence of a slack in maintenance as metal rubs upon itself.
Go Ahead and post your round 2 actions and I will summarize them.
As the grate opens the 'monsters' can see a dark cavern below.

LJ 447-LADY1 |

Gonna grab me a repeating crossbow. And than look at the grate and the other guards. Oh and any daggers.

GM Gristle |

There is a giant geared door to your left with a circular blue rune. Opposite of it stand thd three guards preparing to shoot you.full of bolts.

LJ 447-LADY1 |

"Hello, I am LJ447-LADY1, or Lady for short, me and my friends are trying to get out to the nearest exit could you please show s the way?' She says.
Diplomacy check 1d20 + 4 ⇒ (2) + 4 = 6

LJ 447-LADY1 |

I know my diplomacy failed so was wondering what happens next for me

GM Gristle |

I was hoping to get everyone's actions, then recap Lady. They will attack you . I'll dmpc tomorrow if everyone doesn't post.

Oslosuenus |

Olso mvoes over next to the the construct and holds his weapon to his side but is ready to swing should anyone approach.
Move up next to Lady in line 24 and Ready action to hit anyone who comes in with hostile intent.
Current AC: 10 (10 Flat-footed / 10 Touch)
Current HP: 10 / 10 remaining
Current Weapon in Hand: Blaster Pistol +0 (1d8), Bone (weapon) +0 (1d8 or 1d6), and rope.
Spells (0-level, DC 13, at will) Create Water, Purify Food and Drink, Light;
(1st level, DC 14) Cause Fear©, Inflict Light Wounds©, Cure Light Wounds (d)©
Channel Energy (1d6, DC 14) 5 of 5 uses remaining
Restorative Touch (Su) 6 of 6 uses remaining - Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition.
Touch of Glory (Sp): 6 of 6 uses remaining - Give it a +1 bonus on a single Charisma-based skill check or Charisma ability check.
Blaster Uses: 1

GM Gristle |

Dashuun opens the door just as he reappears.
Dashuun opens the door to his left to avoid the shooting guards and the pit. To his surprise, he finds Hexin and two more guards waiting to attack. Hexin, in a fervor holding a large spiked chain yells,
Get Them! as they approach the door that Dashuun has opened to the east of the pit room.
GM Gristle |

Two bolts fly at Lady as the guards react to her address.
Bolt1: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d10 ⇒ 3
Bolt 2: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d10 ⇒ 2

GM Gristle |

Both bolts stick into Lady's thigh emitting a soft thud as they slightly damage her mechanics. (5HP)

LJ 447-LADY1 |

" How rude" I fire back.
1d20 + 2 ⇒ (16) + 2 = 18
1d4 ⇒ 1

GM Gristle |

The heroes find themselves surrounded by guards and theri evil jailer. The situation appears hopeless save the risk of escaping via the pit, now open in the floor.
All of a sudden, Laryn appears shaking like a leaf as she sneaks behind the guard immediately in front of the door to the west, raising the shiny metal tube to her shoulder and releasing the loudest crack that echoes throughout the chamber startling everyone. The blast is big enough to push the deceased guard into the pit which finishes him, she drops the tube and throws a rope into the pit.
Hoping some of the monsters understand her, she yellsHurry, down there to safety! You must go quickly!!!in common.
The guards flanking her both fire crossbow bolts that miss because they are still startled and very close. She responds with another loud crack.
This time from a pistol and drops the guard to her left.
Hexin yells, Laryn,what are you doing you little wretch. I will hand you over to Arak as soon as I see him. Cease immediately.
Laryn replies, I am sick of the orders and the inhumane treatment of these creatures. Let them go!
Hexin states,You know we can't do that you little b*&^%!Kill her!
Initiative order.
Dashuun
Lady
Oslo
Hape 4
Ashleaf
Hape 7
Hape 8
Hexin