
Luke Redwood |

Kyra, heal me if I fall down!
Luke steps closer to the second enemy and punches with his fist.
GM take my 2nd attack from previous post

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Luke and Lura are quick to react and continue striking down the creatures with as much blunt force as possible, knowing that the sharp weapons could create more chaos in the moment. Luke gets lucky as enough beating causes the simple minded organism to liquefy and slip away into the murky waters.
Gonna bot Ezren and Kyra.
Fortitude Kyra: 1d20 + 9 ⇒ (6) + 9 = 15
The acid burns through Kyra's skin. Unable to take any more of the pain, her body begins to falter and she falls into a dying state. Fortunately, her body is able to fight of the infection as she lays unconcious.
Recovery DC 11 Kyra: 1d20 ⇒ 15
Ezren yells out as he witness his ally hit the ground. Without any healing spells of his own, he hopes for the best and turns to arcane magic to subdue the ooze. The attack freezes over a part of the ooze and breaks off, but the creature still keeps a strong bond overall.
Ray of Frost: 1d20 + 11 ⇒ (19) + 11 = 30 Cold: 3d4 + 4 ⇒ (3, 3, 3) + 4 = 13 Immune to critical hits
The remaining ooze, still hungry and injured, turns to Lura and attempts to engulf her in it's slimy pseudopod.
Pseudopod: 1d20 + 18 ⇒ (11) + 18 = 29 B+acid: 2d8 + 7 + 2d6 ⇒ (6, 2) + 7 + (2, 2) = 19
Lura make 2 basic fortitude saves DC26, dmg roll in spoilers
Constrict 1: 1d8 + 7 + 1d6 ⇒ (6) + 7 + (5) = 18 of which d6 is acid
Constrict 2: 1d8 + 7 + 1d6 ⇒ (8) + 7 + (1) = 16 of which d6 is acid
~~~
Combat Round 3
Black Pudding B (dead) R -57
Luke -65, Ezren
Kyra -45 ( Unconscious / Wounded 1 ) , Lura -19

Luke Redwood |

Luke continues with hitting the black creature.
1st fist: 1d20 + 14 ⇒ (10) + 14 = 24
damage: 1d4 + 4 ⇒ (2) + 4 = 6
2nd fist: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
damage: 1d4 + 4 ⇒ (3) + 4 = 7
3rd fist: 1d20 + 14 - 8 ⇒ (16) + 14 - 8 = 22
damage: 1d4 + 4 ⇒ (3) + 4 = 7

Lura Iarwenys |

Fort Save: 1d20 + 9 ⇒ (15) + 9 = 24
Fort Save: 1d20 + 9 ⇒ (7) + 9 = 16
Lura takes a massive amount of damage from the Ooze, and collapses in a heap.
Got a critical failure on the second check, so double damage I believe.

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Creature is badly injured but now down. Hopefully Ezren saves the day with something!
Lura, that is correct, go ahead and make your recovery check DC11 (10+dying 1).

Ezren, Master of the Arcane |

dabgit, I was going to use the thing for extra damage dice and throw my staff. Busy weekend though. Okay.
Seeing his companions falling all about him, Ezren raises his hands and again blasts forth a ball of flame. This one lands slightly behind the jelly, but still envelops it in flames while avoiding Ezren's allies.
using arcane bond to cast fireball again. Will cast magic missile as a final single action if it is still standing after the fireball
fireball, reflex DC21: 6d6 ⇒ (5, 4, 1, 4, 6, 5) = 25

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Reflex: 1d20 + 6 ⇒ (18) + 6 = 24 Well after doing the math, it's still enough damage to knock the thing out!
Luke continues to smack the creature with his bare fist! In the midst of the danger, Ezren decides to take no risk and attempts to expunges the ooze with another arcane powered flaming ball of fire! The creature squirms in the heat and burns. The creature slowly sinks in the waters, and by the time the fire douses, the threat of the black pudding is no more. But the Pathfinders have taken quite a beating...
Luke -65, Lura -56 (dying 1), Kyra -48 (wounded 1, unconscious)
Go ahead and make any required checks / decide if we're resting or not... etc. and I'll move us forward accordingly.

Lura Iarwenys |

Spending a hero point to stablize. Also if someone can force feed me a lesser elixir of Life from my pack I would be most grateful.
Lura appears to convulse for a second but then starts to breath easier.

Luke Redwood |

Luke starts searching Lura's pockets and finds elixir. Then he pours the elixir in Lura's throat.
Then he does the same thing with Kyra.
"Girls are you OK! We need some serious healing!"

Lura Iarwenys |

Elixir Of Life: 1d6 ⇒ 6
Standing up and wiping here mouth Lura thanks Luke

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Kyra posted in the discussion yesterday. I know she's had a rough school start so let's give another 24 hours before I start botting. That'll also give me some time to catch up on the many gameday stuff.

CyberMephit's PFS pregen |

I didn't post in the gameplay as Kyra was unconscious...
Lesser elixir of life: 1d6 ⇒ 5
Kyra gets up with a cough. "Sweet Dawnflower, we have nearly perished... we must take a break to rest. Let me patch up your wounds..
Treat Wounds DC20: 1d20 + 13 ⇒ (18) + 13 = 31
healing both Lura and Luke for 4d8 + 10 ⇒ (4, 1, 1, 5) + 10 = 21 hit points, or double that if we rest for a full hour
Having exhausted her mundane options, she fervently prays to Sarenrae to see them through this ordeal, and a divine light washes over everyone.
Heal: 3d10 ⇒ (8, 4, 6) = 18
if we have some more time, Kyra will treat her own wounds too.
Treat Wounds DC20: 1d20 + 13 ⇒ (7) + 13 = 20
restoring 2d8 + 10 ⇒ (2, 4) + 10 = 16 HP in 10 minutes or double that in another hour

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So the question beckons, would the group like to wait for the whole hour before moving on?

Luke Redwood |

I will like to wait! What if we go outside and heal fully? We are very wounded
"Can we go outside, heal fully and then return?"

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That works too if you want to do that. Update a little slow today, going to site.

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I'm assuming heal fully is 2 hours and not 1 day, since you are in the midst of investigation, and the whole adventure is intended to be completed in a 1 day duration.
After taking some time to recover from your injuries, in a fairly safe spot outside of the darkness of the sewers, the Pathfinder agents return again to explore the secrets of the murky waste waters.
Further ahead from the area, you find a small chamber. This room appears to be a combination alchemy lab and bedchamber. Two narrow beds line the north wall, partially concealed by hanging curtains. Equipment-laden tables stand against the west and east walls. To your pleasant surprise, the pervasive chemical tang of the sewer is absent here; this room instead smells faintly of spices and tobacco.
At a glance, you find on the tables are several scattered notes on crafting golems and creating oozes.
Taking some time to search the room, you realize the books stolen from Nexus House aren’t in this room; in fact, the only book here is a treatise titled “Living on the Shore of the Sentient Sea.” Which does come with some form of receipt indicating it was legitimately purchased from the Pathfinder Archives.
Two everburning torches provide light to this room. Among the alchemical equipment here are two lesser tanglefoot bags, a lesser elixir of life, and a magical dagger that seems to be attached to some kind of fancy contraption. To remove the dagger is a Thievery or Occultism check
~~~
Exploration tactics for next part after this - Unless I'm told otherwise that you're changing
Luke - Searching
Kyra - Searching
Lura - Searching
Ezren - Detecting Magic
Map updated!

Lura Iarwenys |

Occultism,Books: 1d20 + 1 ⇒ (14) + 1 = 15
Glancing over the books and notes Lura sees nothing of interest, but the dagger does catch her eyes. "I've heard of these they have a chance of inflicting wounds with poison." She says as see attempts to remove the dagger.
Thievery: 1d20 + 13 ⇒ (1) + 13 = 14
Arcana,Dagger: 1d20 + 1 ⇒ (20) + 1 = 21

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As Lura attempts to pull out the dagger, her hands slip and breaks the contraption, exposing her to the poison within. Lura, please resolve the poison affect (through healing if necessary before we go to the next part).
Dagger Venom (poison); Saving Throw Fortitude DC 21; Maximum Duration 4 rounds. Stage 1 1d8 poison damage and enfeebled 1
The dagger is still usable, but just does not have the poison charge.
The group moves down and enters an extremely large area of the sewers. This large, vaulted chamber is filled with a shallow pool of greenish slurry ringed by a stone walkway. Large inflow passages to the east and south add slow rivulets of sludge to the pool, which drains lazily away to the northwest. An enormous metal contraption 20 feet in diameter stands in the middle of the pool. Four round legs support the machine, and several hoses slurp the slurry in the pool. The contraption chugs and hums ominously.
Two humans, and a small sized walking doll seems to be standing around and working on the said contraption.The presumed Ohrlavis are tall, wiry Garundi twins with high cheekbones and dark skin pockmarked with acid scars from long years of alchemical toil. Both have long, dark hair. Bijan wears his hair in two thick braids while Zaynap wears hers high on her head in an untidy bun. Both wear studded leather armor with straps and hooks to hold an array of alchemical tools and vials of alchemical weapons. The doll is a stout, fleshy doll made of pale clay. It has rough facial features and an unfinished appearance, including several warts and rough knots. The twins clearly look unhappy at your arrival!
~~~
Combat Round 1
Conditions: Low Light Vision
Luke, Kyra, Ezren
Doll (Arcana to Identify)
Lura
Human baddies (Society to Identify)
Machine? (Occultism to Identify)

Lura Iarwenys |

Fortitude: 1d20 + 9 ⇒ (17) + 9 = 26
"Ahh, That hurt." Lura says as she breaks the dagger holder. "You owe me for that." Shes says to the dagger as she slips it into her belt shrugging of the effects of the poison.
Arcana: 1d20 + 1 ⇒ (14) + 1 = 15
Society: 1d20 + 8 ⇒ (15) + 8 = 23
Occultism: 1d20 + 1 ⇒ (11) + 1 = 12
Looking around the room, Lura sees the expressions on the faces of the twins and readies her bow.

Luke Redwood |

Luke comes closer to doll and strikes.
+1 striking Large bastard sword : 1d20 + 14 ⇒ (6) + 14 = 20
damage: 2d8 + 10 ⇒ (8, 7) + 10 = 25
+1 striking Large bastard sword : 1d20 + 14 - 5 ⇒ (15) + 14 - 5 = 24
damage: 2d8 + 10 ⇒ (5, 4) + 10 = 19

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Luke's blades cut the figurine in to three different pieces. The doll immediately falls lifeless in the murky waters, and a wispy entity arises from the body and dissipates.
Enemy defeated!
Lura, do i take that during you turn you will spend 3 action each to identify each 3 entities? 2e requires you to spend an action now to identify!
Also, since the doll is defeated, Lura can complete her turn.

CyberMephit's PFS pregen |

"Stand down or suffer the same fate as your creation!" Kyra calls out, Striding forward with the scimitar in hand. She raises her hand up in a prayer. "Sarenrae, may your holy blade strike down the unrepentant!" A translucent scimitar made of radiant force appears next to the closest sibling and attacks!
Spiritual weapon: 1d20 + 11 ⇒ (1) + 11 = 12 force

Lura Iarwenys |

Yes, thats what I was doing. So I'll shot at the male figure now.
Firing at the male sibling.
Shortbow vs Blue: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d6 ⇒ 5

Ezren, Master of the Arcane |

Ezren tries to identify the machine. "Et rursus virgam meum verum est" he says before hurling his staff at one of the twins.
1 action: recall knowledge, occultism, +11
1 action: Cast true strike
Free action: bespell weapon
1 action: use hand of the apprentice
hand of the apprentice, true strike: 1d20 + 11 ⇒ (14) + 11 = 25
hand of the apprentice, true strike: 1d20 + 11 ⇒ (16) + 11 = 27
bludgeoning, mental: 2d8 + 1d6 + 4 ⇒ (4, 6) + (5) + 4 = 19
maybe critical?: 2d8 + 1d6 + 4 ⇒ (6, 4) + (5) + 4 = 19

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I'm going to say that the machine is provided cover.
Lura does not know anything of the humongous and noisy machine but does realize that from the activities of the siblings, and their attire, that they are clearly human alchemist.
Ezren does realize the nature of the machine and the potential horros it could bring, the protoplasmic extruder draws in the arcane slurry from Quantium’s sewers and magically transforms the slurry into dangerous oozes.
Disable Occultism DC 22 (expert) twice or Thievery DC 24 (expert) causes it to lose its action on its next turn. Two successes (or one critical success) disables it completely. Dispel magic (3rd level; counteract DC 20) causes the protoplasmic extruder to lose its action on its next turn but never disables it. Alternatively the machine can be destroyed by raw force but it's got hardness and a considerably good amount of HP.
Lura and Kyra's attempts at subduing the alchemist start off poorly as they are easily able to hide from behind their spherical contraption. Ezren does find a sweet post and flings a staff between the hoses, knocking the female twin in the head.
Angrily, she reacts by pulling on some sort of lever and then falling back further into the sewers.
Reaction to activate the machine. Move and ready action for both alchemist.
The machine begins to churn loudly, and soon out of one of it's sides an ooze like begin emerges and makes it's way towards Luke.
Move and cube face attack 2x
cube face: 1d20 + 11 ⇒ (13) + 11 = 24 Acid: 1d6 ⇒ 6 Plus Paralysis
cube face: 1d20 + 6 ⇒ (3) + 6 = 9 Acid: 1d6 ⇒ 6 Plus Paralysis
DC20 Fortitude to avoid paralysis
~~~
Combat Round 2
Conditions: Low Light Vision
Luke -6, Kyra, Ezren, Lura
Human Female - 19
Machine?
Ooze! (Occultism to identify)

Luke Redwood |

Luke starts hitting the ooze with his sword.
rage
+1 striking Large bastard sword : 1d20 + 14 ⇒ (7) + 14 = 21
damage: 2d8 + 10 ⇒ (6, 6) + 10 = 22
+1 striking Large bastard sword : 1d20 + 14 - 5 ⇒ (16) + 14 - 5 = 25
damage: 2d8 + 10 ⇒ (4, 8) + 10 = 22
+1 striking Large bastard sword : 1d20 + 14 - 10 ⇒ (17) + 14 - 10 = 21
damage: 2d8 + 10 ⇒ (4, 8) + 10 = 22

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With a mighty rage, Luke hacks apart the cube shaped ooze. The blades seem to cut easily through the creature hacking out pieces of it's fluid like body.
The creature takes the full damage and is still standing. He's got an AC of 10 but is also immune to critical hits.

CyberMephit's PFS pregen |

Kyra exclaims: "Dawnflower, grant me power to stop this vile perversion of the natural order of life!" as she focuses her divine energy on the contraption.
Dispel magic: 1d20 + 11 ⇒ (18) + 11 = 29
She then directs her magical scimitar to give chase to the retreating alchemist.
Sustain Spiritual Weapon: 1d20 + 11 ⇒ (1) + 11 = 12

Lura Iarwenys |

"Cover Me!" Lura says as she runs up to the machine and attempts to Disable it.
Thievery 1: 1d20 + 13 ⇒ (3) + 13 = 16
1 Action Move
2 Actions Decable Device

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Lura - since you spent two actions on Thievery, there should be a second roll. Go ahead and make your second roll in your next post.
The alchemical duo immediately realises Lura's attempt to sabotage their machine and hurls a flurry of alchemical components towards her. Their aim falls a little flat in the heat of the moment.
moderate bottled lightning: 1d20 + 16 ⇒ (3) + 16 = 19Electricity: 2d6 ⇒ (3, 3) = 6
moderate bottled lightning: 1d20 + 11 ⇒ (7) + 11 = 18Electricity: 2d6 ⇒ (5, 6) = 11
moderate bottled lightning: 1d20 + 16 ⇒ (6) + 16 = 22Electricity: 2d6 ⇒ (5, 3) = 8
moderate bottled lightning: 1d20 + 11 ⇒ (13) + 11 = 24Electricity: 2d6 ⇒ (4, 2) = 6
The ooze creature retaliates against Luke and attempts to eat him whole!
cube face: 1d20 + 11 ⇒ (3) + 11 = 14 Acid: 1d6 ⇒ 4 Plus Paralysis
Engulf! Reflex DC19 to avoid. If you fail, read the spoiler below and you must also make a save vs Paralysis
DC20 Fortitude to avoid paralysis
~~~
Combat Round 2
Conditions: Low Light Vision
Luke -6 (hasted), Kyra, Ezren, Lura -14
Human Female - 19
Machine?
Ooze! (Occultism to identify) -66

Lura Iarwenys |

I though Disable device was 2 actions. But I roll again.
Steal [one-action] Pick a Lock [two-actions]
Thievery,Disable Device: 1d20 + 13 ⇒ (8) + 13 = 21 Last Round
Getting hit by the lightening Caused Lura to double down and try Harder.
Thievery1,Disable Device: 1d20 + 13 ⇒ (11) + 13 = 24
Thievery2,Disable Device: 1d20 + 13 ⇒ (7) + 13 = 20
Thievery3,Disable Device: 1d20 + 13 ⇒ (10) + 13 = 23

Luke Redwood |

REF: 1d20 + 10 ⇒ (19) + 10 = 29
Luke continues attacking.
+1 striking Large bastard sword: 1d20 + 14 ⇒ (5) + 14 = 19
damage: 2d8 + 10 ⇒ (7, 2) + 10 = 19
+1 striking Large bastard sword: 1d20 + 14 - 5 ⇒ (14) + 14 - 5 = 23
damage: 2d8 + 10 ⇒ (4, 3) + 10 = 17
+1 striking Large bastard sword: 1d20 + 14 - 10 ⇒ (20) + 14 - 10 = 24
damage: 2d8 + 10 ⇒ (7, 5) + 10 = 22

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The Rules text did not say a Disable Device action but a Thievery check. Since it's ambiguous in the scenario text, I decided it's porbably best to maintain it as RAW.
Luke - First attack kills the creature!

CyberMephit's PFS pregen |

I am somewhat confused - I just cast dispel magic, the machine didn't go and now it's my turn again... did it skip a turn or will it skip a turn now?
Sparks crackle on Kyra's fingertips as she sends a ray of holy fire into the female twin!
Fire ray: 1d20 + 11 ⇒ (13) + 11 = 24
Dmg: 6d6 ⇒ (5, 1, 1, 2, 6, 4) = 19
The manifestation of Sarenrae's wrath continues to harass her as well:
Sustain Spiritual Weapon: 1d20 + 11 - 5 ⇒ (11) + 11 - 5 = 17

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Sorry, we are are in round 3. The machine skipped it's round 2 turn thanks to your Dispel. And will skip it's round 3 action thanks to the 1 thievery success.
Kyra's spiritual weapon continues to harass the enemy but fails to make a hit. Fortunately it acts as a distraction for Kyra and Ezren to focus magical energies to attack the female twin.
3 action Magic Missile: 9d4 + 9 ⇒ (2, 4, 2, 1, 4, 1, 1, 2, 2) + 9 = 28
Even with the threat of Luke and the magic casters, the twins still focus their energy by stepping slightly away and throwing more alchemical vials against Lura.
moderate frost vial: 1d20 + 16 ⇒ (6) + 16 = 22 Cold: 2d6 ⇒ (2, 1) = 3
moderate frost vial: 1d20 + 16 - 5 ⇒ (15) + 16 - 5 = 26 Cold: 2d6 ⇒ (6, 4) = 10
moderate frost vial: 1d20 + 16 ⇒ (15) + 16 = 31 Cold: 2d6 ⇒ (5, 2) = 7
moderate frost vial: 1d20 + 16 - 5 ⇒ (7) + 16 - 5 = 18 Cold: 2d6 ⇒ (6, 5) = 11
Lura loses -10ft speed till the enemies next turn.
~~~
Combat Round 4
Conditions: Low Light Vision
Luke -6 (hasted), Kyra, Ezren, Lura -34
Human Female - 64
Machine?

Luke Redwood |

AH I didn't use my haste action in round 3.
"Good job Lura, keep doing that!"
Luke moves closer to female and starts swinging, trying to hit her.
+1 striking Large bastard sword: 1d20 + 14 ⇒ (12) + 14 = 26
damage: 2d8 + 10 ⇒ (5, 4) + 10 = 19
+1 striking Large bastard sword: 1d20 + 14 - 5 ⇒ (9) + 14 - 5 = 18
damage: 2d8 + 10 ⇒ (5, 8) + 10 = 23
+1 striking Large bastard sword: 1d20 + 14 - 10 ⇒ (8) + 14 - 10 = 12
damage: 2d8 + 10 ⇒ (6, 2) + 10 = 18

Lura Iarwenys |

"If someone can give me a bit of healing it would be great." She says as she continues trying to stop the machine.
Thievery: 1d20 + 13 ⇒ (18) + 13 = 31
Stopping the Machine she then dives behind it for cover and draws her bow.

CyberMephit's PFS pregen |

"Lura, hold fast! I won't let you go down this time! Embrace the light of the Dawnflower!"
Heal, 2 actions: 3d10 + 24 ⇒ (5, 10, 4) + 24 = 43
Sustain Spiritual Weapon: 1d20 + 11 ⇒ (5) + 11 = 16
What is it with my attack rolls!

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Sorry guys, work and life got real busy... I'll let you know that the female enemy is down, the machine is down, so there's only one enemy left with almost all his alchemical flask out. So I'm planning to round it off shortly and provide chronicles by the weekend.

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Lura works proves to be adept in tinkering the the mechanism with her hand and manages to disable it permanently by pulling apart a few key gears. Meanwhile, Luke and the rest of the Pathfinders subdue the two alchemist by knocking them unconscious through brute and arcane force. With the threat out of the way, you're free to search the room.
In the corner of the chamber, by the walkway to the southeast includes an untidy pile of notes, tomes, and diagrams jammed into several wooden crates. For the most part, these are materials the Ohrlavis stole from Nexus House, but including several works on ooze creation, the folio regarding the Open Road Pact, and the written records of Kerinha Napsunar’s early adventures. While there are numerous pages to browse, at a glance the records indicate that Kerinha often undertook risky operations, such as rescuing religious artifacts by smuggling them out of Rahadoum.
The Open Road Pact folio details the Mwangi expedition by Durvin Gest, Selmius Foster, Gregaro Voth, and Kerinha Napsunar. They set out to uncover what they believe to be a magnificent treasure hidden within the expanse. It entails the many means that of how the Pathfinders overcame many guardians, traps, and obstacles, only to be stymied by a locked door covered in countless keys. All four examined the keys, but none seemed the right shape to open the door. A supernatural guardian bound to the site mockingly informed the Pathfinders that any one of the keys could open the door, but only after all the other key holders (that is, the other three companions) were dead. The four Pathfinders agreed that whatever treasure was beyond was not worth the cost of betrayal. They formed the Open Road Pact,
swearing to each take a key and let whoever among them lived the longest return to claim the prize—an
embodiment of the cooperation element of the Pathfinder Society’s creed of “explore, report, cooperate.”Oddly, included in the pile area also, several other diagrams and notes that are obviously stolen from other wizards and alchemists across Quantium.
Back at the Nexus House, Sebnet is happy to see the return of the missing texts. If you had not cleaned yourself of the sewers slurry, it gradually disperses as the Nexus House’s enchantments subtly clean the you and their gear. Sebnet makes a cursory inventory of the texts, but it’s clear she’s most interested in finding out more about the Open Road Pact. This piece of forgotten lore featuring the early heroes of the Pathfinder Society is something she is eager to know more about. She asks to have her scribes copy the folio as well; as with the other materials discovered in your research, she intends to let the Shaine keep the originals and maintain a copy here in the Nexus House archives. Sebnet also aids the PCs with any other loose ends of thr mission, ensuring the Ohrlavis are taken into proper custody if they are still breathing. She also also provides a bag of holding type II she discovered tucked away in the Nexus House archives earlier in the day to carry the countless documents on your journey home.Finally she wishes you safe journey and invites you back to Quantium at their soonest convenience.
Upon your arrival at Absalom Kreighton Shaine is pleased to see you've acquire all four pieces of archived information that he requested, but he’s even more delighted to hear about the Open Road Pact and the folio that had been languishing in the Nexus House archives for centuries. The historical importance of the folio alone makes it a valuable find, but the tantalizing hints of key-bound treasures hidden in the Mwangi Expanse promise further adventure for the Pathfinder Society.
Congratulations! You've completed the mission with flying colours. Hope everyone had fun!