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The sound a squad of oozes make, as they blob their way up a narrow passageway is truly unique, each squelch and blorp echoing out ahead and behind. The route to the surface leads through a maze of tight passages that include steep ascents and short climbs as they wind from west to east. As the you travel, you can hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and the heroic deeds. The voice sounds familiar...it's Janira! Clearly she's in conflict of some sort!
Perception:
GAB! Perception: 1d20 - 1 ⇒ (20) - 1 = 19
Oliver Perception: 1d20 - 2 ⇒ (10) - 2 = 8
Mukbud Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Borbert Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Stuu Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Figg Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Stealth:
Green: 1d20 - 5 ⇒ (3) - 5 = -2
Purple: 1d20 - 5 ⇒ (12) - 5 = 7
Initiative:
GAB! Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Oliver Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Mukbud Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Borbert Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Stuu Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Figg Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Green: 1d20 - 5 ⇒ (19) - 5 = 14
Purple: 1d20 - 5 ⇒ (2) - 5 = -3
The sounds of Janira’s voice fills you with courage (Inspire Courage +1) as you walk quickly through a narrow section of the cavern structure, the air feeling fresh and cool from up ahead. Though they have made attempts to hide, literally all of you spot a small, blob-like form, not altogether different from yourselves. It's making a very oozy attempt at hiding down a small passageway, with another doing the same up ahead!
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Initiative!
Borbert, Figg, and Stuu may act.

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Borbert creates a swirl of colors with his body directed at the yellow ooze. ooze empathy: 1d20 - 2 + 1 ⇒ (9) - 2 + 1 = 8
after the display he generates a orange slashing and yellow bludgeoning tendrils and slides 5 feet towards the blue blob.

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The blob seems unimpressed by Borbert's colorful overtures.
Stuu may act.

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Mukbud inches forward, his eyes catching the wiggling, undulating motions of these creatures. He, in turn, attempts to wiggle back, hoping to reach an understanding.
Ooze Empathy: 1d20 - 1 ⇒ (19) - 1 = 18

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Unimpressed by Borbert's solo act, the amoebas seem transfixed when Mukbud and Oliver begin to dance along. The stop their advance and begin to sway, moving in time with the Pathfinder blobs.
You seem to have them transfixed for the moment. Everyone may act, either to join in the dance party in hopes of a permanent peace or to take advantage of their dancing to attack.

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GAB! begins to jiggle and sway in a rhythmic motion that looks totally bizarre to the unknowing eye.
Ooze Empathy: 1d20 + 3 ⇒ (19) + 3 = 22

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An ooze dance party breaks out. Never before have non-ooze eyes seen such a congregation of color and motion, and the sounds…oh, the sounds. After a while, the amoebas seem to forget what they are here for and, with one last squelchy wiggle, wander off in search of another meal, leaving your path forward clear!
I'll move us forward when I get home this evening.

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It's not on Figg's spell list, and none of the rest of you currently have hands. You know that your gillman friend seemed like a mystical sort, and might be able to help you out.

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GAB! starts flopping back to the Gillman. When he reaches the edge of the water, he just splashing and smacking it with his tentacle to get the Gillman's attention.
"PBBBBBT PBBBBBT PBBBBBBT!"

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I know that spell isn't on Figgs' spell list but Oliver doesn't, Oliver also doesn't know who has UMD besides himself
Oliver watches GAB! run off then giggles at stu
Let's follow
GAB! has an idea
I think
he then follows after GAB!.

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"Oh, were you injured? I'm sorry to hear that! Here, let me see if I can do something about that." Rather than use Janira's wand, Uori touches Figg's shoulder, positive energy flowing from his hand and healing the bruises from the halfling's earlier encounter with the hole in the ground.
Cure light wounds on Figg: 1d8 + 4 ⇒ (2) + 4 = 6
Cure light wounds on Figg: 1d8 + 4 ⇒ (7) + 4 = 11
He looks from ooze to ooze, a slight puzzlement on his face as he tries to determine which of the jiggling masses are injured. "Hm, I see." He reaches out a finger, somewhat tentatively, and repeats the process on Stuu, and then on Borbert.
Cure light wounds on Stuu: 1d8 + 4 ⇒ (8) + 4 = 12
Cure light wounds on Stuu: 1d8 + 4 ⇒ (7) + 4 = 11
Cure light wounds on Borbert: 1d8 + 4 ⇒ (7) + 4 = 11
By my count that should get everyone back up to full. Let me know if I'm missing anything.
"Well, thank you for making this cave safer for my people. Farewell and good luck, travelers!"

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As you once again pass through the blobby dance floor, you can see the amoebas hunting down a side passage, still blobbing along to a silent beat. The sounds of battle still echo down the passageway as you make your way along.
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The dim light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, the light of the full moon illuminating a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy. The moon is bright enough to illuminate even the shaded leaf litter beneath the trees. The ambient light in this area is low-light. Those of you without low-light vision or darkvision, please include a d100 roll with your attack rolls for the concealment provided by the lack of light; 1-20 misses, 21+ hits.
Some notes on terrain: The green areas on the map are underbrush, which acts as difficult terrain. The trees are only a few decades old and do not completely occupy their respective squares; a creature that shares a space with one or more trees benefits from partial cover. The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west (top to bottom on the map). The water looks like it is moving swiftly; treat it as rough water, requiring a DC 15 swim check to cross. A 3-foot-diameter tree trunk spans the width of the river, creating an impromptu bridge, though it looks slippery and difficult to cross. The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.
Initiative:
GAB! Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Oliver Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Mukbud Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Borbert Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Stuu Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Figg Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Minotaur: 1d20 + 0 ⇒ (7) + 0 = 7
Janira: 1d20 + 6 ⇒ (4) + 6 = 10
1/3

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Initiative!
GAB!, Figg, Mukbud, Borbert, and Oliver may act.
3/3

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GAB! excitedly blorps de dorp daba dorps into battle!
"BPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPT!"
Double move to get a nice blobby runny start near the stream.

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Unlike his lazy, forgetful author, mukbud wastes no time leaping into the action at the sight of a companion in peril! He rushes forward, pushing through the bushes.
Double move. Man, difficult terrain. Gonna get a halfling killed, I swear.

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I know there were intermittent site outages this weekend. We'll give Figg and Oliver the rest of today to post, then I'll bot them if needed.

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Got it. I should have been more explicit about my GMing style. In Play-By-Post I like to do block initiative, so that we minimize waiting. Unless you're waiting for someone to do something specific, go ahead and post when your block comes up, and I'll resolve everything as it makes sense, in turn order where it matters. It's a matter of preference, but I think it makes PbP run a lot more efficiently.
TL;DR - You don't need to wait if your initiative block is up.

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The minotaur, enraged by the crack of Janira's whip, steps forward and takes one mighty swing, its axe missing the halfling and burying itself for a moment in the ground by her feet!
Broken battleaxe, Power Attack: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
damage, Power Attack (2 handed): 2d6 + 4 + 6 ⇒ (6, 2) + 4 + 6 = 18
It roars in frustration, then snorts in your direction!
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Initiative!
(End of round 1, beginning of round 2)
Whole party may act.

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Figg straightens his clothing for a moment before running at the river and attempting to jump over.
Acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8
He doesn't go very high into the air, and it looks bad for a few moments, but his feet land at the edge of the shore as he scrambles relieved onto the other side. He flops onto the ground panting and relieved, "*pant* Janira! I made it! *pant*" He then looks over to the giant creature next to her.
Move (run and jump), Swift (stare: -2 will saves on the minotaur), Free Action (drop prone), Standard (jinx: DC 17 will save (or have a -1 to all saves)). Both the stare and jinx are Su, so as far as I know are undetectable actions.

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GAB! lets out a battle blorp and tries to jump across the stream!
Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12
With a blobby running start, GAB! barely manages to get across.
He then jiggles in anticipation, and shifts forward, hoping his blobby brethren join him in the dance of battle.

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Figg leaps across at a narrow point in the stream, just barely clearing the water, then stares at the minotaur. GAB! meanwhile makes it across a wider point.
Will save, stare: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4 Fail -> -1 to all saves.
Mukbud, Borbert, Oliver, and Stuu may act.

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Mukbud continues to rush to his companion's aid, doing his best to leap over the river!
Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
Taking the leap and getting right into base contact with the Minotaur if possible. Phone posting at work, can someone move my mini?

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With Mukbud having moved out of the way Oliver slimes to the edge and leaps over the river...
acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9
...getting a little wet on the landing, but nonetheless making it across and then moving towards the minotaur. Oliver then forms his signature weapons.

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As Stuu moves towards the river and as he walks one foot schlorps off and as he starts melting he sticks his right hand up leaving a thumbs up that slowly sinks into his gooey form returning to his blog form.
double move

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Double-moved you forward on the map, Stuu. Feel free to adjust.
Borbert takes aim and fires, his crossbow bolt striking true but only not doing very much damage. Meanwhile, Mukbud takes a running leap, though his reckless approach provokes an opportunistic swipe from the minotaur.
AoO vs. Mukbud - Broken battleaxe: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
The axe connects with a sickening splorch, doing serious damage to Mukbud.
1/3

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Reflex save, jinxed: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
The beast roars as Janira's tanglefoot bag glues it to the ground! It furiously scrapes at the hardening glue with its axe, trying to scrape it away.
Broken battleaxe vs. Goo: Automatic
damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14
Broken battleaxe (iterative): Automatic
damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
He scrapes off enough of the goo to break free, then tries unsuccessfully to gore the only Pathfinder in reach.
Gore vs. Mukbud, entangled: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
damage: 1d6 + 2 ⇒ (2) + 2 = 4
Entangled duration: 2d4 ⇒ (2, 1) = 3
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Initiative!
(End of round 2, beginning of round 3)
Whole party may act.
3/3

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GAB! moves in to the opposite flank, then attacks the Minotaur!
Attack Roll: 1d20 + 4 ⇒ (15) + 4 = 19
Tentacle Stab! (P): 1d6 + 3 ⇒ (5) + 3 = 8
I'll risk that Attack of Opportunity. If he hits, he can make a Will-Save per my Ganzi ability to force a reroll as an immediate action. Will Save DC is 14.

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Stuu charges forward and leaps over the river.
acrobatics: 1d20 + 3 ⇒ (9) + 3 = 12
Once on the other side Stuu forms two large orb-like shapes at the end of his tentacles (bludgeoning).

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AoO - Broken battleaxe, entangled: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Will save vs. Ganzi luck, mesmerist stare, jinx: 1d20 + 5 - 2 - 1 ⇒ (8) + 5 - 2 - 1 = 10
AoO (reroll) - Broken battleaxe, entangled: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 Welp.
damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
The minotaur swipes at the passing GAB!, just catching the ganzooze with his axe. GAB! reels, but recovers and times a well-placed strike with a matching blow from Oliver, while Borbert lands another bolt. All three hit.
Figg and Mukbud may act.

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"Grrrr... arrrgh..." The panting goblin's eye twitches, half closed and leaking a black ooze. The left side of his face along with that ear look dented, partially caved in, and tinted with half-formed black slime. It gives him the appearance of a a moldy, stepped-on melon.
Mukbud's hands flex, black blood dripping down his wrists and onto the grass below. That very blood twists and spreads and expands into a pair of wrist-mounted blades. "No... you no hurt friend. You no hurt Mukbud!!!"
The goblin swings with one blade, hoping to keep the beast at bay!
Morphic Weapon, fighting defensively: 1d20 + 6 - 4 + 2 ⇒ (14) + 6 - 4 + 2 = 18
damage, slashing: 1d4 + 2 ⇒ (3) + 2 = 5
+2 AC for the round
Edit: Slap a 5 foot step in there for flanking.

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The ooze known as Mukbud oozes ooze onto the ooze-covered turf as he oozes forward slashing at the ooze-crazed minotaur with a sharp bit of ooze. That hits. Figg may act.

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Figg continues staring at the minotaur and moves around the side. He then strengthens his glare and says sternly, "Come."
Intimidate: 1d20 + 8 ⇒ (14) + 8 = 22
Move (move), Swift (intimidating Glare), Standard (Command Will DC 16). If the intimidate is successful, which I assume it will be, the Will save will be at a -5