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Fey backs away from the thing, and begins to cast a spell.
Casting Summon Monster 1. I assume this is a Know Dungeon.

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Sorry, couldn't get on to post over the weekend. Site was awful.
Dusklord tries his best to identify what they face.
He casts boneshaker on the mysterious creature, hoping to slow it down.
boneshaker (DC 19 Fort 1/2): 5d6 ⇒ (3, 5, 1, 4, 2) = 15 If it fails its save, I'll also move it back 5'
knowledge (arcana/religion): 1d20 + 13 ⇒ (18) + 13 = 31 Looking for 1) vulnerabilities 2) immunities 3) special abilities
knowledge (dungeoneering/planes): 1d20 + 11 ⇒ (18) + 11 = 29 Looking for 1) vulnerabilities 2) immunities 3) special abilities
knowledge (local/nature): 1d20 + 10 ⇒ (11) + 10 = 21 Looking for 1) vulnerabilities 2) immunities 3) special abilities

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Dusklord tries to identify the creature. It seems undead, and does not have a skeleton, so his spell does not affect the creature. Feybella begins to cast Summon Monster I.
The creature keeps sliding towards you, filling the corridor. It moves much faster now.
Everyone other than Dusklord, please roll for reflex again to avoid being engulfed by the creature (or take an attack of opportunity against the creature.
Init order, round 1/2:
Feybella
Dusklord
Creature
E'li
Cody
Hastard
You're all up!

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Hmmm...I'm confused by the response to my knowledge roll. If it's undead, I rolled a 31, which means I should be able to not only identify a creature with a CR up to 21, but find out things about it for every 5 points I exceed the DC. I was hoping for 1) vulnerabilities 2) immunities 3) special abilities.
As for my Boneshaker spell, even though it doesn't damage undead, it still needs to make a save or I can force it to move. If it's mindless, it doesn't get a save.
You can use this skill to identify monsters and their special powers or vulnerabilities.
Check: In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

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Grabbing his shortsword the warpriest summons the power of his patron to make it a good weapon as it begins to shine a soft golden color
1d20 + 5 ⇒ (5) + 5 = 10

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Hastard Ref: 1d20 + 1 ⇒ (9) + 1 = 10
Nord Ref: 1d20 + 5 ⇒ (8) + 5 = 13
In a desperate attempt to stay out of the beast, Hastard yanks hard on the reigns. Dropping his sap, he tugs his lance free.
"Nord! Knock this thing down!" cries the gnome.
Nord Gore: 1d20 + 8 ⇒ (16) + 8 = 24
Damage?: 1d8 + 4 ⇒ (5) + 4 = 9

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reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Moving out of the way, Cody cast produce Flames and slashes at the black blob.
cast defensively: 1d20 + 6 ⇒ (15) + 6 = 21
range touch: 1d20 + 5 ⇒ (13) + 5 = 18
fire damage: 1d6 + 4 ⇒ (3) + 4 = 7

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Dusklord: I missed that - sorry! You identify the creature as an undead ooze - you know of no special vulnerabilities other than most undead ones, and it is immune to cold (and critical / precision-type hits).
This didn't work because the ooze has no skeleton.
By using a bone fetish like a marionette, you take control of a target creature’s skeleton. This has a variety of effects depending on whether the target is living or undead...
Waiting on Feybella before resolving the round.

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Okay, thanks for the ruling.
"Cold magic won't work with this," Dusklord says as he finally identifies it. "As they say, if you can't beat them, see if they will join you!"
He raises his hand and tries to get the undead creature to heed his command.
Power over Undead. It need to make a DC 16 Will save. I can control up to 9 HD.

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Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Fey tries to scramble out of the way as her spell finishes.
An eagle appears, and attacks the ooze.
Talons: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 ⇒ 2
Talons: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 ⇒ 3
bite: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 ⇒ 2
Fey stabs at it with her silver longspear.
Longspear: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 ⇒ 4

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Cody, E'li and Feybella dodge the advancing pile of goo. Hastard is slower and disappears within the black putrid mass.
Hastard, cold damage: 1d6 ⇒ 3
In the meanwhile, everyone else gangs up on the ooze. The enormous creature is almost impossible to miss. Nord gores it, Cody burns it, and even E'li's weak swing tears some of its surface. Feybella's eagle and her own longspear finish the task. The ooze simply splits, filling the hallway with sticky black pieces and old bones.
Combat over!
After cleaning yourselves for a bit, you realize that you are stuck in the corridor - the large T on the map is now a boulder that blocks your exit.
You're up.

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"HrEck" resounds from Hastard's gullet, as he chokes back the bile within. "OHweee! That was nasty! Thank you for your rapid reactions."
Ensuring all are ok and ready to proceed, he retrieves his dropped items. Looking hard at the lance, before stowing it, the gnome mumbles "No. If we just start assuming we'll have to kill...we're no better than those Aspis." Keeping his sap in hand, he climbs back aboard Nord.
"Shall we then? Seems there's something in the way here....Give me and Nord a hand?"
Hastard Str to push boulder?: 1d20 + 1 ⇒ (13) + 1 = 14
Nord Str to push?: 1d20 + 4 ⇒ (2) + 4 = 6

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Fey moves up and takes a look at the boulder. She Detects Magic on it. "Anyone an engineer? Can we move this thing?"

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”Interesting trap, break open the wall releasing the ooze and trapping us in with it. I wonder if there is another way out?”
Cody starts tapping along the wall looking for hidden or secrete doors.
perception: 1d20 + 9 ⇒ (9) + 9 = 18

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A disappointed Dusklord examines the strange remains of the undead ooze.
"It took me too long to realize this was not a standard ooze. I may never be able to study it more thoroughly," he laments.
"But on we go," he adds as he looks around.
perception: 1d20 + 7 ⇒ (9) + 7 = 16

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Hastard can't move the boulder, which seems all-natural and not magical to Feybella. In the meanwhile, Cody, Dusklord and E'li all search around for anything unusual but find nothing. Time passes and you begin to be concerned about not being able to leave the corridor.
It is surprisingly Nord who finally begins to grunt in victory standing in front of a part of the wall. Placing your hand in front of the small cleft between two blocks you can feel a weak draft of air. A few minutes of searching the area afterwards, you find the mechanism used to open the door, realizing that the cleft was one of its hinges. The secret door opens into a larger hall.
The stench of death is strong in this ornate shrine. Another mosaic like that found in the grand temple above lies on the floor immediately west of the entryway. Two rows of slender columns carved with dizzying designs support the ceiling twenty feet overhead and every inch of the chamber's walls is covered with intricate sigils and pictograms. A fat pillar stands in the center of the chamber. Six corpses lie on the floor near the base of this central pillar. An altar of red marble stands near the western wall, and it has iron manacles attached to its surface. The air is charged with palpable malevolence.
You're up.

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Hastard can't move the boulder, which seems all-natural and not magical to Feybella. In the meanwhile, Cody, Dusklord and E'li all search around for anything unusual but find nothing. Time passes and you begin to be concerned about not being able to leave the corridor.
It is surprisingly Nord who finally begins to grunt in victory standing in front of a part of the wall. Placing your hand in front of the small cleft between two blocks you can feel a weak draft of air. A few minutes of searching the area afterwards, you find the mechanism used to open the door, realizing that the cleft was one of its hinges. The secret door opens into a larger hall.
The stench of death is strong in this ornate shrine. Another mosaic like that found in the grand temple above lies on the floor immediately west of the entryway. Two rows of slender columns carved with dizzying designs support the ceiling twenty feet overhead and every inch of the chamber's walls is covered with intricate sigils and pictograms. A fat pillar stands in the center of the chamber. Six corpses lie on the floor near the base of this central pillar. An altar of red marble stands near the western wall, and it has iron manacles attached to its surface. The air is charged with palpable malevolence.
You're up, updated map.

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Fey looks around, and moves forward carefully. "Dusklord it smells like your kind of place. Full of the dead."
Perception: 1d20 + 9 ⇒ (13) + 9 = 22

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Slowly making their way deeper into the room, Hastard draws his lance. "Anyone see anything?" he inquires, glancing about. "Hey, there's an exit over here on the side. Perhaps it leads past that boulder?"
Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Nord Perception, Scent: 1d20 + 7 ⇒ (20) + 7 = 27

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Dusklord, E'li - before I resolve the posted actions, are you two doing anything or staying behind for now?

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He will enchant his sling with goodness and get a sling bullet ready.

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Your skin crawls with every second that passes with you within the underground hall. You all feel uneasy and distracted. Hastard moves into the darkness deeper in the room. As he stops for a second, you see movement on the far side of the room, behind the alter. A humanlike figure appears, pointing at Hastard and triumphantly yelling the last few words.
Please roll for initiative. Hastard, please also roll a Will save.

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Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Fey yells. "There's someone here."

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Will (+2 additional if fear, despair, illusion): 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Init: 1d20 + 0 ⇒ (5) + 0 = 5

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Figure: 1d20 + 9 ⇒ (17) + 9 = 26
Mystery: 1d20 + 2 ⇒ (2) + 2 = 4
Hastard shakes off the spell. The figure grins at you, and you can almost feel the malice in his smile. He used to be an elf, it seems, but is clearly undead now. His pale purple skin emits a soft threatening glow, complemented by his glowing red eyes. His hands end with two large and very sharp claws. He hisses at you and his tongue, maybe a foot and a half long, shoots out of his mouth in anticipation for the battle. He then begins gesturing at you.
Initiative:
Tholrist
Dusklord
Cody
Feybella
Hastard
E'li
Mystery
Dusklord, save vs. Fort. please!
You're up!

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"HeYaw!" cries out the gnome, kicking Nord forward. The pair charge straight ahead towards the far side of the room. Hastard stabs at the foe as they right by, while Nord lashes out with his tusks.
Ride-By-Attack: Don't provoke from opponent
Lance vs Green: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Charge - Damage: 1d6 + 2 + 1d6 + 2 ⇒ (4) + 2 + (2) + 2 = 10
Nord Gore: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Charge - Damage: 1d8 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8
FUMBLE!

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The warpriest launches a stone at the undead creature
1d20 + 9 ⇒ (16) + 9 = 25
1d6 + 3 ⇒ (2) + 3 = 5
1d6 ⇒ 6 if evil
Be gone! he says as he lets loose

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Dusklord cries out as he's unable to see anymore. Still, he has enough mindset to try to gain control of the creature that blinded him.
I'll use Power over Undead (DC 16 Will; up to 9 HD). Since I'm channeling to do it, I shouldn't need to be able to see him.

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Tholrist, save: 1d20 + 15 ⇒ (3) + 15 = 18
Hastard charges into the undead creature, but it simply steps aside as Nord missteps. Hastard reorganizes himself and prepares for battle on the other side of the hall when a wave of unbearable stench hits him and Nord. The creature begins to cackle, stopping for just a second when E'li's stone hits his arm.
Hastard, please roll Fort saves for yourself and Nord. We're still waiting on Cody, and if someone wants to play Feybella for this round it'd be great!

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Cody and Panda move halfway towards the undead, where the hunter cast Burst of Radiance {link} centered on the creature.
Burst of Radiance blinded for 1d4 ⇒ 1 rounds, or dazzled for same rounds if they succeed at a DC14 Reflex save. Evil creatures in the area of the burst take 4d4 ⇒ (4, 1, 4, 1) = 10 points of damage, whether they succeed at the Reflex save or not.

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Hastard Fort: 1d20 + 8 ⇒ (2) + 8 = 10
Nord Fort: 1d20 + 8 ⇒ (7) + 8 = 15

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Fey casts Bless on the party, and moves slightly closer. "Dusklord are you alright?"

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Welcome back Feybella!
Sv. Reflex: 1d20 + 8 ⇒ (7) + 8 = 15
1d6 + 4 ⇒ (1) + 4 = 5
Hastard: you, but not Nord, are sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.).
The undead creature, who must be a ghast, continues to cackle hysterically, although Cody's burst of radiance seems to burn him. It does not, however slow him down. He begins to cast another spell, again at Hastard.
Hastard, please roll a Will save.
At the same time, two additional undead - ghouls - suddenly emerge from the corridor leading off the southern wall of the room, rushing forward. One of them, who glints with magic, attacks Feybella, trying to bite and claw her. Feybella dodges the bite and one of the claw attacks, but the other claw attack hits her, drawing blood. The other ghoul reaches E'li, threatening the warpriest.
Ghoul 1,bite: 1d20 + 5 ⇒ (6) + 5 = 11
Ghoul 1,claw: 1d20 + 5 ⇒ (17) + 5 = 22
Ghoul 1,claw: 1d20 + 5 ⇒ (3) + 5 = 8
Ghoul 1, claw damage: 1d6 + 2 ⇒ (5) + 2 = 7
Feybella, roll a Fort save please.
Initiative:
Tholrist (-16 hp)
Dusklord (blinded)
Cody
Feybella (-7 hp)
Hastard (sickened)
E'li
Ghoul 1 (buffed up)
Ghoul 2
You're up!

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Will, sickened, near mount: 1d20 + 2 - 2 + 2 ⇒ (13) + 2 - 2 + 2 = 15
+2 more if illusion, fear, despair
Will wait on results of save before acting - in case it alters my ability to act
With my lance I have reach. Does the undead Provoke?
If AoO, Bless, Sickened: 1d20 + 8 + 1 - 2 ⇒ (1) + 8 + 1 - 2 = 8
Magical, Piercing Damage?: 1d6 + 2 ⇒ (2) + 2 = 4
Well...fumbled anyways. :-P

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Fort Save: 1d20 + 3 ⇒ (15) + 3 = 18
Fey grimaces as the creature attacks her and hits. "You horrible creature. That's rude." She steps back and stabs at the ghoul.
Silver Longspear: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 ⇒ 5

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Did it make its CONCENTRATION check to cast the spell since it was hit?

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He takes a 5' step back and lets loose a slashing bullet at the ghoul
1d20 + 9 ⇒ (20) + 9 = 29
Confirm 1d20 + 9 ⇒ (10) + 9 = 19
2d6 + 6 ⇒ (1, 3) + 6 = 10
1d6 ⇒ 5 evil