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Botting Tull since he is out till tomorrow
Tull Steps forward drawing his Nodachi and takes a ready for the first serpent to approach.

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Jeras flies back to the party. (double move)
"Guys, 4 metal snakes are there! I have to be in flank to be effective. "
Is that carpet still a threat?

Enora - Arcanist Iconic |

Enora casts Haste.
”Prepare to get fast everyone!“
She then moves back if possible.
Can you please move Enora away if she does not provoke.

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Menas adopts his kraken style stance, his arms becoming human suction cups designed to grab anything and everything with ease.
He then moves forward to the closest snake thing, carefully avoiding the carpet, and grapples it defensively. Move speed 50, base acrobatics to jump sections of carpet is +22
grapple defensively: 1d20 + 23 ⇒ (4) + 23 = 27 deals 5 automatic bludgeon damage if successful.
AC 27, Touch 20, Flat 22

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"Anyone recognise those serpents?" Thoriel asks as she grips her scimitar in front of her.
Assuming Kn. Nature for the check, which Thoriel doesn't have. Also waiting for the creatures to move before attacking, as how close they are by then will determine her course of action.

Enora - Arcanist Iconic |

kn nature: 1d20 + 10 ⇒ (5) + 10 = 15

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The Carpet is still exuding acid, the serpents seem to not be affected by it.
Enora sees these not at real snakes but constructs. The are like Iron Cobras, but make of Adamantine instead. Aside from normal construct traits, the metal that is use gives them DR 10/- (Not hardness)
With Jeras flying back and warning the rest of the party the first serpent advances, as Tull swings his readied Axe
Tull Attack, Vital strike: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 6d6 + 10 ⇒ (2, 4, 5, 2, 1, 6) + 10 = 30
And in one swing smash the metal snake in to pieces.
Nothing is with in charge range for Periel at the moment
The Yellow one charge towards Tull filling in the gap of its destroyed repilica.
Atk, bite, charge: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
But it is unable get anywhere close.
Menas leaps around behind grabs hold of the serpent, but is unable to damage it.
The green cobra charges Throriel I am assuming Jeral was still in the air
Atk, bite, charge: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
And ties itself up but then uncoils to ready again.
Periel steps up and swings at the one on Throriel but misses.
The final one moves up on to Menas
Atk, bite: 1d20 + 3 ⇒ (18) + 3 = 21
But the nibble monk is not so easily caught.
Round 1
Conditions: All Delay Poison (1:10); Haze Concealment at 10', Total Concealment >10'Thoriel - dmg
Enora - dmg; False life: 15 temp hp (7:00);Jeras - dmg; fly (0:07)
Tull - dmg; war spirit: 5 temp hp (0:10)Serpent Yellow - dmg; grabbed
Menas - dmg; Mage armor (1:00); Barkskin (1:30)
Serpent Green - dmg
Periel - dmg
Serpent Red - dmg
Thoriel and Enora can still act for this round, but for the most part everyone else can post as well

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Move action to maintain for damage on yellow defensively + Flank.
Menas picks up the yellow snake and slams it into the floor, repeatedly.
maintain to damage: 1d20 + 32 ⇒ (18) + 32 = 50
damage: 1d10 + 9 ⇒ (5) + 9 = 14
rapid grapple maintain to damage: 1d20 + 32 - 5 ⇒ (17) + 32 - 5 = 44
damage: 1d10 + 9 ⇒ (6) + 9 = 15
He then turns to the red snake and grabs that one as well.
grapple one handed: 1d20 + 32 - 4 ⇒ (8) + 32 - 4 = 36
"Tough metal." he says as the snakes chip up more of the floor than their own bodies.

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Jeras starts hitting Green Serpent with his dagger.
+3 dagger adamantine-flank: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
damage: 1d4 + 9 ⇒ (4) + 9 = 13
sneak attack: 5d6 ⇒ (1, 4, 6, 3, 1) = 15
+3 dagger adamantine-flank: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
damage: 1d4 + 9 ⇒ (1) + 9 = 10
sneak attack: 5d6 ⇒ (4, 4, 1, 4, 6) = 19

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@Menas, did anyone else take you up on your offer of Fossilblight? Tull can use it, though he's also quite happy with the weapons that he has. I'm guessing it's a one time use boon? Fine with me to say that Tull is carrying it (if no one else wants it), though (@GM) hopefully the boon won't actually be checked off unless I use it?
@GM, I've updated Tull's saves and init on slide 1 to reflect changes when he's a) enlarged; b) enraged; c) conditional modifiers.
@GM, you posted that Tull drew his nodachi, but I believe you calculated the dmg roll on his attack as if it was his butchering axe, which would be my preference in any case. With your permission, I'll assume he has his butchering axe in hand, not his nodachi?
@GM, also Tull was enlarged by Enora before we entered the room. Rather than retconning his attacks etc to reflect him squeezing, can we say that he just stepped into the acid carpet squares? He has Acid Resistance 3, so I'm ok with just seeing how much damage he takes and if it's real bad he'll squeeze next round to avoid it.
Being enlarged, Tull has 10' reach, so would have had an AoO against Yellow when it attacked him...
AoO vs Yellow, haste, enlarge: 1d20 + 16 ⇒ (5) + 16 = 21
dmg: 4d6 + 11 ⇒ (6, 3, 5, 5) + 11 = 30
concealment due to haze? high is good for me: 1d100 ⇒ 51
Tull current AC is 20

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One use only and it says I have to cross the boon off for taking it with us at all unfortunately.

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Thoriel confronted by the metal snake, charges up her wand with a burst of electricity and slashes out at the metal reptile numerous times.
Spell Combat. Spell Strike. Shocking Grasp. Haste. Flank. Not casting defensively so AoO may apply.
Shocking Grasp Scimitar +1: 1d20 + 14 - 2 + 1 + 2 + 3 ⇒ (10) + 14 - 2 + 1 + 2 + 3 = 28 Damage: 1d6 + 7 + 5d6 ⇒ (4) + 7 + (4, 1, 1, 4, 3) = 24
Cold Iron Scimitar +1: 1d20 + 14 - 2 + 1 + 2 ⇒ (18) + 14 - 2 + 1 + 2 = 33 Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Extra Haste Attack: 1d20 + 14 - 2 + 1 + 2 ⇒ (19) + 14 - 2 + 1 + 2 = 34 Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Iterative: 1d20 + 9 - 2 + 1 + 2 ⇒ (2) + 9 - 2 + 1 + 2 = 12 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Crit Confirm on 2nd attack: 1d20 + 14 - 2 + 1 + 2 ⇒ (17) + 14 - 2 + 1 + 2 = 32 Crit Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Crit Confirm on Haste Attack: 1d20 + 14 - 2 + 1 + 2 ⇒ (7) + 14 - 2 + 1 + 2 = 22 Damage: 1d6 + 7 ⇒ (6) + 7 = 13

Enora - Arcanist Iconic |

Enora will delay to see how these attacks have affected the constructs.

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Thulls large from stumbles on the carpet
Reflex Sv: 1d20 + 7 ⇒ (19) + 7 = 26
But only takes Acid: 4d6 ⇒ (6, 4, 3, 6) = 19 (half) 6 acid (after half and resist)
Menas wrangles the yellow serpent and smashes it on the stone ground. Chipping the floor, but still slightly damaging the creature. But while holding it, is able to allow Thull to hit it and finish off.
The Red one tries to bite Menas while he holds it.
Cobra Bite: 1d20 + 3 ⇒ (19) + 3 = 22
But the monk is way too prepared
Thoriel is attaked as she casts
Cobra Bite: 1d20 + 3 ⇒ (7) + 3 = 10
But is uninterrupted. Her scimitar shocks and smashes the serpent. Not all hit, but enough and between one crit and the shocking strike it bursts in to pieces.
Jeras flys over the remaining one on Menas's hands and is able to slide his dagger to pry it apart. It almost works, but with a quick flick of his wrist, Menas crushes the broken Adamantine Cobra in his hands and the pieces scatter on to the floor.
End -- Time (0:01)
Conditions: All Delay Poison (1:10); Haze Concealment at 10', Total Concealment >10'Thoriel - dmg
Enora - dmg; False life: 15 temp hp (7:00);Jeras - dmg; fly (0:07)
Tull - 6 dmg; war spirit: 5 temp hp (0:10) ; enlarge (0:08)
Menas - dmg; Mage armor (1:00); Barkskin (1:30)
{b]Periel[/b] - dmg
With all of that you see that the pillar of soft green light at the end of the hall glows green. Also the mouths of the faces close and the gas stops pouring in to the room
If I am missing any conditions let me know

Enora - Arcanist Iconic |

"Wow! You guys are real professionals! Let us continue."

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"Completion?" Menas asks as he walks over to the pillar.
perception on the pillar: 1d20 + 15 ⇒ (8) + 15 = 23
If nobody sees anything unusual about the pillar, Menas will place his hand on it since there are no clear doors in the room to continue through. If that accomplishes nothing, he will check the green alcove.

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Filling up a pearl of power with the shocking grasp spell that she'd just cast, Thoriel follows behind Menas, hopping over the carpets just in case and approaching the pillar along with the monk.

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Jeras checks pillar for traps.
perception traps: 1d20 + 15 + 4 ⇒ (8) + 15 + 4 = 27

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One use only and it says I have to cross the boon off for taking it with us at all unfortunately.
In that case I don't think it's worth it. Tull is pretty happy with the weapon he has already. Thanks for the offer though.

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@GM, the six points of acid dmg would take out Tull's 5 temp hp from his war spirit pouch, leaving him with 1 "real" dmg.
Seeing how deadly the acid carpet can be, once the battle is over Tull squeezes along the narrow path to join the rest of the group near the pillar, though he keeps a bit of distance until Jeras is satisfied that it is not trapped.
While the others examine the pillar, Tull takes out another war spirit pouch and quickly crushes the herbs within it.
temp hp: 1d4 + 1 ⇒ (3) + 1 = 4 Meaning he now has 4 temp hp that will expire at 0:11, and 1 hp dmg to his actual hp.
@GM, Tull also has Defending Bone up, giving him 35 points of DR 5/Bludgeoning for 7 hours.

Enora - Arcanist Iconic |

Enora casts detect magic and looks around the room.
kn arcana: 1d20 + 15 ⇒ (3) + 15 = 18
Spellcraft: 1d20 + 15 ⇒ (20) + 15 = 35

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The pillar is a teleportation portal. Spending some time examining the pillar finds that it is safe. Stepping though you find yourself in
Room 3
The light fades away and you find yourself standing in a different room. The curved walls of this chamber are covered in a wavy pattern made up of tiny blue stones. Opposite you is a large, oblong pool of liquid from which emanates an acrid stench.
The only apparent way out of the chamber is through a large pool opposite the entrance. The pool sits inside a 1-foottall stone wall, but its liquid goes right up to the rim. There is a small gutter around the edge of the pool that catches any liquid that overflows the short wall. The pool itself is 10 feet deep, but standing at the edge of the pool you notice that on the far side of the calm pool, there appears to be a passageway at the bottom, leading down into darkness

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Just to clarify, so you have to go underwater to leave the room (as far as we know)?
Looks like Tull has a potion of Touch of the Sea but I seem to have forgotten to get Air Crystals

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Jeras comes closer to the pool and look inside.
perception: 1d20 + 15 ⇒ (15) + 15 = 30 +4 for traps.

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Menas shrugs, looks around, then wades into the water before swimming down the passageway. He will channel his ki into his movement speed to go a little faster as well.
CON 14 = 28 half rounds or 14 full-rounds
perception: 1d20 + 15 ⇒ (20) + 15 = 35
swim, full-round action: 1d20 + 9 ⇒ (10) + 9 = 19 35ft of distance (half of 70ft)

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Thoriel waits to see what happens with Menas as he steps into the pool. "Oh dear, this is no good. I just had my hair done!"

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Periel slowly edges closer, guarding Jeras back.
"Well, battle is gritty, dirty bloody. Maybe you shouldn´t have! Also I have seen too many killed by some enemy grabbing their hair to cut their throat." he adds to Thoriel.

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You easily test that you can go back and forth though the pillar. But to go "forward" will be though water.
Before Menas steps into the pool, Jeras notices an oily sheen on the surface of the pool. And realizes that the top 2 inches is some lower density acid. It is water below, but diving though would not be advisable with out some precautions.
Room 3 -- Current Time (0:02)
Conditions: All Delay Poison (1:10); 'Thoriel - dmg
Enora - dmg; False life: 15 temp hp (7:00);
Jeras - dmg; fly (0:07)
Tull - 6 dmg; war spirit: 5 temp hp (0:10) ; enlarge (0:08)
Menas - dmg; Mage armor (1:00); Barkskin (1:30)
Periel - dmg
Let me know if I am missing any other person buffs. Times are expiration times

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Thoriel lets out a short laugh at Periel's comments. "True about the grit, dirt and blood. I know only too well. Still, a girl's got to feel nice for a few minutes in between missions...and sometimes we even get to go to nice places and hob nob for awhile while waiting for the bad guys to jump out of the shadows or up from the sewers. Nobody's tried to grab my hair during a fight, though...like to see them try, it'll be the last thing they do in this life!" She flicks back the hair from the side of her face and peers into the water again.
"So, anyone got a plan for getting rid of this acid? I might be able to get myself and some of you across with a bit of teleportation but cleansing the water of this stuff would save me the trouble."
Thoriel can, as part of a spelldance, cast Dimension Door as a swift action and at Level 9 can take up to 3 touched companions across with her.

Enora - Arcanist Iconic |

”Jeras can fly and I can fold space to jump to the other side. The other three are with you Thoriel!“

Enora - Arcanist Iconic |

I am confused looking at the map. Is there a path after the pool? It looks like our target might be in the pool?!

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I am confused looking at the map. Is there a path after the pool? It looks like our target might be in the pool?!
There is a kind of tunnel under the water that we need to swim through to continue.
Not seeing any help forthcoming to resist the acid, Menas dives through the layer of acid as quickly as he can before swimming through the tunnel.
swim, full round action with ki: 1d20 + 9 ⇒ (14) + 9 = 23 35ft of progress.

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The Acid burns Menas as he dives in Acid: 4d6 ⇒ (4, 3, 3, 3) = 13
It is pitch balck in the water but he can make out that it is some type of tunnel. Do you have any way of seeing in the dark.

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Other than my decent perception skill, nope.
Menas swims blindly through the tunnel.

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Jeras jumps into the water and begins to swim to the tunnel.
swim: 1d20 + 4 ⇒ (13) + 4 = 17
he has Ioun Torch

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Watching as some of the group just jump into the water, Thoriel reaches out and holds onto the rest of the group. "This can be a bit unsettling for those with weak stomachs. Everyone ready? Let's go" Focusing her arcane powers, the elf shimmers for a moment and then her and her companions blink out of existence....
Using arcane point to enter Spell Dance. Swift action to use Dimension Door to take self and up to 3 others past the layer of acid and to the other end of the tunnel.

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The water is still DC 10 swim checks to move about
Jeras suffers the burn of the acid 4d6 ⇒ (1, 1, 4, 6) = 12, then is able to swim forward enough to illuminate the bend in the tunnel. See new slide
Thoriel brings everyone else behind. I am assuming Tull's enlarge is dismissed in order to work
However attracted by the light, and the commotion in the water, three large crab like creatures scuttle/swim towards you ready to feast on your meaty flesh.
Init, Jeras: 1d20 + 7 ⇒ (1) + 7 = 8
Init, Periel: 1d20 + 0 ⇒ (12) + 0 = 12
Init, Menas: 1d20 + 2 ⇒ (7) + 2 = 9
Init,Enora: 1d20 + 2 ⇒ (8) + 2 = 10
Init, Tull: 1d20 + 1 ⇒ (10) + 1 = 11
Init, Thoriel: 1d20 + 8 ⇒ (19) + 8 = 27
Init, Tojanida: 1d20 + 1 ⇒ (20) + 1 = 21
Room 4 -- Current Time (0:05)
Group Conditions: Delay Poison (1:10); 'Thoriel - dmg
Enora - dmg; False life: 15 temp hp (7:00);
Jeras] - 12 dmg; fly (0:07)
Tull - 6 dmg; war spirit: 5 temp hp (0:10) ; enlarge (0:08)
Menas -13 dmg; Mage armor (1:00); Barkskin (1:30)
Periel - dmg
Thoriel can act before the crab things snap at the front line.

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@GM, re missing buffs: Tull cast Defending Bone when we entered the Gauntlet (7 hours duration and 35/35 DR 5/bludgeoning). Also, of the 6 acid dmg he took earlier, 5 were absorbed by his temp hp, leaving him with 1 dmg; then he used a 2nd war spirit pouch for 4 temp hp and 10 minutes duration, so his current dmg total should be: 1 dmg and 4 temp hp (0:10).
For a light source, before the group passes through the tunnel Tull activates his wayfinder to cast light upon himself. (Also, I forgot that Tull has a shining wayfinder, which allows him to cast detect evil at will (60' range); in the future he'll use it in each room that we enter unless something is happening that demands his immediate attention.)
Before entering the water, Tull asks Enora to dismiss Enlarge Person on him, takes his potion of Touch of the Sea (which also consumes his potion sponge; 1 minute duration), and draws his nodachi.
@All, also a reminder that Tull purchased a scroll of Communal Resist Energy before we entered the Gauntlet, so we could have used it to deal with the Acid, though my inclination is to save it until we run into the Dragon (or some other potent source of energy dmg). Just a reminder that we have it.

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Thanks for the updates. I have put them down.

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Glad to have been able to make it past the watery tunnel with her hairstyle still intact, Thoriel powers up her blade with electrical sparks and rushes forward to take on the first crab.
Spellstrike. Cast Shocking Grasp. Move and then deliver free touch attack via weapon.
Shocking Grasp +1 Scimitar: 1d20 + 14 ⇒ (6) + 14 = 20 +3 if the crabs for some reason have some metal on them?
Damage: 1d6 + 7 + 5d6 ⇒ (4) + 7 + (1, 4, 5, 6, 4) = 31

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PRD Underwater Combat
Key notes, -2 to hit with slashing and bludgeoning weapons and they do half damage.
Fortunately no issues with electricity spells under water.
Thoriel swims up but is not able to hit the creature with her electrified blade.
The two closeset swarm on Thoriel, The last one swims above its companion for one extra bite
Attack bite: 1d20 + 9 ⇒ (15) + 9 = 24
Attack claw: 1d20 + 9 ⇒ (17) + 9 = 26
Attack claw: 1d20 + 9 ⇒ (16) + 9 = 25
Attack bite: 1d20 + 9 ⇒ (16) + 9 = 25
Attack claw: 1d20 + 9 ⇒ (3) + 9 = 12
Attack claw: 1d20 + 9 ⇒ (10) + 9 = 19
Attack bite: 1d20 + 9 ⇒ (5) + 9 = 14
But none can get though the spelldancer's nimble defenses.
Room 3 -- Current Time (0:05)
Group Conditions: Delay Poison (1:10); 'Thoriel - dmg
Enora - dmg; False life: 15 temp hp (7:00);
Jeras - dmg; fly (0:07)
Tull - 1 dmg; war spirit: 4 temp hp (0:15) ; Defending the bone (35/35 DR 5/B); Touch of the Sea (encounter)
Menas - dmg; Mage armor (1:00); Barkskin (1:30)
Periel - dmg
Everyone is up

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Tull moves forward 10' and lunges at blue with his nodachi. I think no swim check is needed due to Touch of the Sea
+1 Nodachi, Vital Strike: 1d20 + 14 ⇒ (17) + 14 = 31 Not sure if cover from Thoriel applies. Also, not sure whether there's a -2 to the attack: nodachi is both slashing and piercing.
S/P dmg, Vital Strike: 2d10 + 10 ⇒ (1, 1) + 10 = 12 Not sure if damage is halved? Nodachi is both slashing and piercing.
Tull's AC is 19 until next round due to using Lunge feat

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For weapons that have more than one type, you can use it in the most advantageous way for the situation. So you are using it as piercing in this case
Tull strikes at the one "above" Thoriel No cover and connects
Room 3 -- Current Time (0:05)
Group Conditions: Delay Poison (1:10); 'Thoriel - dmg
Enora - dmg; False life: 15 temp hp (7:00);
Jeras - dmg; fly (0:07)
Tull - 1 dmg; war spirit: 4 temp hp (0:15) ; Defending the bone (35/35 DR 5/B); Touch of the Sea (encounter)
Menas - dmg; Mage armor (1:00); Barkskin (1:30)
Periel - dmgTojanida, Red -- 12 dmg ;
Tojanida, Blue -- dmg ;
Tojanida, Green -- dmg ;
Everyone else is still up

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Menas swims over to the blue crab and tries to grab it, adopting his very fitting kraken style.
grapple defensively: 1d20 + 23 ⇒ (18) + 23 = 41 5 automatic damage on a success. My damage is blunt, but it is more akin to crushing as I squeeze things to death, so GM's call on weather my damage would be reduced underwater since I'm not punching or swinging anything.

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Jeras swims above Menas and tries to stab blue crab.
+3 dagger adamantine: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
damage: 1d4 + 9 ⇒ (3) + 9 = 12
sneak attack: 5d6 ⇒ (2, 2, 4, 2, 6) = 16

Enora - Arcanist Iconic |

Enora delays not wanting to blow her friends up and fearing that fire spells won't work in the water.

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Her blade still holding its electrical charge, Thoriel again slashes at the green crab.
Shocking Grasp Scimitar: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 Damage: 1d6 + 7 + 5d6 ⇒ (5) + 7 + (3, 3, 4, 6, 5) = 33
Iterative Attack: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15 Damage: 1d6 + 7 ⇒ (4) + 7 = 11