
Fumbus of the Puddles |

Arcana: 1d20 + 4 ⇒ (20) + 4 = 24
"That they are! Looks like they were done not too long ago...wonder who it was." Fumbus adds tracing the runes with his fingers and tasting a bit of the rubble.

GM Sparrowhawk |

At that moment, closer to the orrery, a liveried servant coughs to get your attention. The look of annoyance on his face as he surveys the battle scene is obvious.
Vash-votam Sanserkhot requests the pleasure of your company for a late lunch in the solarium.” He then turns on his heel, clearly expecting you to follow.
Sebnet is happy to see you enter, although concerned when noticing your wounds.
“My goodness! What has happened? And I hope you found what you were looking for with those wounds!”
Feel free to RP your response, but I’ll keep this moving with more . . .
In your conversation with Sebnet, she can answer some questions or respond to findings. Feel free to look below and respond as you’d like:

Merisiel, Open Road Rogue |

Merisiel fills in Sebnet on the bits she understands. The statues had some sort of hard outer shell, it broke pretty quickly and we took them down without too much trouble.. The marks on their heads animating them were, I think, recent. It looks like someone has been poking around in there. Have there been any recent visitors, maybe out of town Pathfinders?

Kyra, Priestess of Sarenrae |

Given that you didn't know about any animated statues, I would imagine that they were probably set here by whoever took the folios probably left them here as a deterrent. The real question is - did the thief take the Nexian Oozecrafting and Karina Nepushar's documents on purpose, or did they just grab too much?
Kyra then turns and mutters under her breath, This is "going to get a bottle of wine for Drendle Dreng" all over again.

GM Sparrowhawk |

Sebnet gives a chuckle when she overhears Kyra’s mutter about Drandle Drang and the bottle of wine. “Read about that in the Chronicles.”
Scratching her chin in thought, she continues, “Hmm, sounds like a theft, and the statues were left as a distraction. But what was the target and what was just swept up accidentally? Best course of action is to hit the streets of Quantium to find out whether anyone might have tried to sell the folio, perhaps not recognizing its unique value to the Pathfinder Society, or knowing the value but attempting to sell it without drawing attention. You might also inquire about the markings on the statues, and ask around about oozes.”
“Before you head out, give me a few moments to pen some letters of introduction that might help when you talk to people.” She beckons over scribes and dictates a letter, and she then signs and seals them, before handing them over. She gives you 4 such letters. While investigating, you can expend a letter prior to making a skill check to gain a +2 circumstance bonus to that check.
Overall this investigation uses another set of skill checks, depending on what leads you want to follow. I’ll summarize them below and you can decide how you want to proceed. As part of the new system, these are secret checks made by me, although you can aid, and that roll you can make yourself. Each check and accompanying canvassing takes 1d4 hours. So let me know where you want to start, and a general order, and as you learn things you can revise steps. Also, results of checks might open new areas to investigate.
If the you want to learn more about the markings on the animated statues, their investigations lead them to the pedantic wizard-tutors of Quantium. These wizards know quite a bit about golem-crafting, and can expound—unfortunately, at tiresome length—about this topic. Arcana
If you seek information about Durvin Gest generally, or the Open Road Pact specifically, most avenues of inquiry point them back to Nexus House. The difficulty of this line of inquiry is learning who else in Quantium might have expressed an interest in this topic other than the Pathfinder Society. Diplomacy (Gather Information),Pathfinder Society Lore, or Society
Search around about who may have a sudden influx of information regarding oozes. Occultism

GM Sparrowhawk |

Sorry - maybe it wasn't clear - these are secret checks so they'll be made by me. I just need to know who is doing what and if you are working together to aid or separately.

Merisiel, Open Road Rogue |

Aah, OK, in which case I will just be making he Society check, I am rubbish at the rest and DC20 to assist makes it too likely I will crit fail. I am more than happy for you to roll my check given I got a 3 :)

Fumbus of the Puddles |

"I am definitely going to need one of those. I still get nasty looks." Fumbus grumbles.
My Society/PFS Lore is +11 so I will take that but then again we have a lot there too but my other two are +4.

GM Sparrowhawk |

feel free to take care of any healing you want to do before you hit the streets of Quantium.

GM Sparrowhawk |

You hit the streets looking to follow up on the few leads you have.
Kyra Gather Info: 1d20 + 10 ⇒ (6) + 10 = 16
Fumbus PF Lore w/ letter: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Merisiel Society: 1d20 + 8 ⇒ (20) + 8 = 28
1d4 ⇒ 2
Ezren Arcana w/ letter: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
1d4 ⇒ 4
Merisiel uses her back alley contacts to learn that alchemist siblings named the Ohrlavis have been looking to quietly sell off a folio of Pathfinder lore called the Open Road Pact. The Ohrlavis haven’t been successful, however, as the work is so obscure to be considered a fake (or at least suspect).
Ezren gets stuck listening to a fellow wizard drone on about golem construction for hours, but leaves with no information to aid the investigation.
Ohrlavis seem an obvious target, so you work to find them . . .
Kyra Gather Info: 1d20 + 10 ⇒ (16) + 10 = 26
Fumbus Crafting w/ letter: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
Merisiel Crafting: 1d20 + 8 ⇒ (17) + 8 = 25
Ezren Crafting w/ letter: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
1d4 ⇒ 2
Fumbus is able to use his alchemical proficiency to open some mouths about the twins. He gains reliable descriptions of Bijan and Zaynap Ohrlavi. In addition, you learn they seem to be operating out of an abandoned apothecary shop called Wishful Cures. A particularly helpful fellow alchemist and Goblin shopkeeper plus a shopkeeper informs Fumbus that he sold the Ohrlavis a few nozzles specifically designed to spray acid. This shopkeeper even shows him an example.

Kyra, Priestess of Sarenrae |

Okay, so before we hit the streets, I'll treat the wounds of Merisiel and Ezren. Not that we're super pressed for time, but this would only take 10 minutes because I can Treat Wounds two people at once thanks to Ward Medic. The number of hit points I have to heal is a little awkward, but I'll increase the DC by 5 to heal 10 more hit points.
Medicine 20: 1d20 + 13 ⇒ (13) + 13 = 26
Merisiel's Healing: 2d8 + 10 ⇒ (3, 2) + 10 = 15
Ezren's Healing: 2d8 + 10 ⇒ (6, 4) + 10 = 20
They should both be back to full.
Before everyone runs out, Kyra takes over a table and two chairs and gets Merisiel and Ezren to sit down. A couple of prayers to Sarenrae here, a large amount of gauze there, and the two of them are as healthy as they ever were.

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Ezren nods to Kyra in thanks for her divine healing. When Merisiel asks about acid, the wizard grumbles a little. "No no I cannot, If given infinite time I could come up with something, but at the moment, no. Maybe we can ask the alchemist for potions?"

Kyra, Priestess of Sarenrae |

"Alas, I did not ask Sarenrae today for help protecting against acid. If we need to rest before heading out I can ask Sarenrae for new spells, but one casting will not cover all of us. Perhaps this is more of the situation of 'run in now, heal it up later'."

GM Sparrowhawk |

Wishful Cures was an apothecary shop near the docks of Quantium. The shop’s facade has been defaced with graffiti, its windows are all broken, and its wares are plainly plundered. The door itself seems bolted shut.
You can either Force Open the bolted door with an Athletics check or climb in through a broken window to unbolt the door from the other side. To climb in through a window, you need an Acrobatics check to avoid the broken glass.

GM Sparrowhawk |

Fumbus bounces off the window frame, and once he has his bearing again, Merisiel has already unbolted and opened the door.
Behind the shop’s wooden counter is a trapdoor. The trapdoor’s hinges are well-oiled and show signs of regular use. It leads to the shop’s stone-lined basement, which from the smell that wafts up suggests it connects to Quantium’s sewer.
As you enter the basement, please let me know what you are doing for Exploration mode. New map is up on slides.
The basement of Wishful Cures is a jumble of boxes and crates, most of them left ajar, and heaps of yellowed papers and dried herbs scattered across the floor. The air contains a sour, chemical smell emanating from an opening in the far wall of the closet to the south.

Fumbus of the Puddles |

Fumbus sits on the ground dizzy with stars in his eyes for a moment.
"Good thing we have big bony heads! Well constructed window..." he says laughing as he looks back wistfully at the window that bested him.
One day...I am going to come back and jump through you...then blow you up.
Once inside he starts to dig through the alchemical supplies still around and tries to find clues...or new formulas.
Investigate.

Merisiel, Open Road Rogue |

Merisiel will take the lead, flitting from shadow to shadow to keep a low profile.
Merisiel is avoiding notice and will therefore use stealth for initiative if it occurs (which is +13). She has trapfinding so automatically gets a chance to detect them even if not searching with a +1 bonus

GM Sparrowhawk |

The basement of Wishful Cures is a jumble of boxes and crates, most of them left ajar, and heaps of yellowed papers and dried herbs scattered across the floor. The air contains a sour, chemical smell emanating from an opening in the far wall of the closet to the south.
Ezren detects something magical in what seems to be a discarded illustrated encyclopedia of medicinal berries. On further investigation there is a ring hidden within the spine of the book. Let me know if you want to take 10 mins to ID it.
Fumbus notices one of the nozzles the alchemist had shown him, and Merisiel is able to swiftly disable the acid spray trap.
Let me know what you are doing for light because it is dark here.
Moving south through the opening, you enter the sewers of Quantium. Initially it comes to your knees and you have to wade, when you come to choice. To the west it opens up into a larger, constructed chamber with paved sides that get you out of the muck, or you can continue south in the knee deep much in what appears to be a more natural cavern.

Merisiel, Open Road Rogue |

We should probably check out what this is, I think we probably have time
As they head down into the dark Merisiel will light a torch. She travels with her rapier in the other hand. Given its hard to stealth while carrying a burning torch she switches to scouting for the group.
Everyone gets +1 init if combat breaks out
Lets go west, it at least gets us out of this muck she mutters.

GM Sparrowhawk |

just need confirm from Ezren on the ID, and for the team to pick a direction to travel

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Sorry been a bit of a week, Back at it now
Moving deeper into the darkness Ezren diverts a minuscule amount of power to create a hover orb of light. Light Cantrip When he finds the magical ring he calls out to his party "Hold, I have found something. Please stand watch while I determine what this is." he spends his time deciphering the magic of the item.
That done he follows Merisiel's advice and goes west.
Thank you, Now I have pet shop boys in my head.

GM Sparrowhawk |

1d20 + 13 ⇒ (13) + 13 = 26
Perhaps clued in by the fact that the ring looks like a ram's head, Ezren is able to determine that he's found a ring of the ram
This heavy iron ring is shaped to look like the head of a ram, with curling horns.
Activate [[Single Action or more (Interact)]]; Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage and is pushed half the distance.
Failure The target takes full damage and is pushed the full distance.
Critical Failure The target takes double damage and is pushed twice the distance.

GM Sparrowhawk |

Heading west through a collapsed wall, you enter a larger sewer chamber, whose sludge-stained ceiling rises to twelve feet high. Wide passages containing a greenish, slow moving slurry flows from north to west. In the northwest corner of the room are several loose stones and a few metal canisters. To the west, a staircase ascends north to an area illuminated by a steady light source. A wooden plank has been turned into a makeshift bridge over the northern sewer canal. The greenish slurry is concentrated in the twisting passages to a viscous slime a nauseating blue in color. so blue sludge is difficult terrain, but green sludge that predominates this room is not.
Let me know how you want to move through the room: along one walkway or another, or through the goop in the middle, which here only seems to come to your ankles.

GM Sparrowhawk |

Just need a seconded on direction. Meri, by plant you mean the cluster of stuff in the NW corner?

GM Sparrowhawk |

The party starts to skirt the green pool of liquid, heading towards the plank bridge when a huge black mass erupts out of the water to attack.
Fumbus: 1d20 + 7 ⇒ (7) + 7 = 14
Merisiel: 1d20 + 11 ⇒ (17) + 11 = 28
Kyra: 1d20 + 13 ⇒ (9) + 13 = 22
Ezren: 1d20 + 9 ⇒ (8) + 9 = 17
creature: 1d20 + 9 ⇒ (11) + 9 = 20
Round 1 – bold may act
Merisiel
Kyra
Creature
Fumbus
Ezren
I'm assuming Ezren is wearing the ring, unless you tell me differently - if you want to roll off for it we can do that retroactively

Kyra, Priestess of Sarenrae |

Kyra steps up to the edge of the pool. "Well, this is quite disgusting. But we can beat this together! Let's make this battle beautiful!"
--
First Action: Move
Second & Third Action: Cast bless
Everyone gets a +1 status bonus to attack rolls as long as you're next to me. I'll make it bigger next turn.

Merisiel, Open Road Rogue |

Merisiel ducks forward, dropping into the sludge and splashing some onto Kyra. She drives her rapier at it, unsure if it is likely to take her sneak attack damage.
Rapier, bless, vs flat footed: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Piercing damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9
Sneak?: 2d6 ⇒ (1, 1) = 2
She then daws her dagger and stabs it with that.
Dagger, bless, 2nd attack, vs flat footed: 1d20 + 14 + 1 - 4 ⇒ (14) + 14 + 1 - 4 = 25
Piercing damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Sneak?: 2d6 ⇒ (6, 3) = 9
It is I think flat footed due to the surprise attacks class feature. I suspect it doesnt take sneak but you never know.

GM Sparrowhawk |

Kyra calls down Sarenrae’s light into this dark sewer, filling her allies with holy energy, as long as they bask in her radiance.
Merisiel jumps into the sludge to attack the blob, driving her rapier deep into its gooey gore. It responds by blurbbling and then dividing into two masses.
I’d let Merisiel revise her 3rd action based on this new information. I won’t move forward until I hear, since creatures go next.

Merisiel, Open Road Rogue |

Seeing the effect of her piercing rapier Merisiel instead still attacks with her dagger but does so doing slashing damage, attacking red on the off chance that if it does split it wont be able to get at us.

GM Sparrowhawk |

Merisiel's second attack lands home as well, which proceeds to cause the blob to divide yet again. Need 2 reflex saves from Merisiel to avoid having her weapons damaged by the ooze: DC 22
The three massive oozes now attack the party. The most recently created ooze (green) takes the long path around.
The original (blue) ooze swing a pseudopod at Merisiel, striking hard and simultaneously grabbing hold of her. It then constricts, hurting her further. Basic Fort save vs. DC 26 against the constrict
The ooze closest to Kyra attacks her, having a similar effect. Basic Fort save vs. DC 26 against the constrict
blue attack: 1d20 + 18 ⇒ (8) + 18 = 26
blue dmg: 2d8 + 7 + 2d6 ⇒ (7, 4) + 7 + (2, 6) = 26
note that acid damage is dealt to both the PC and their armor or clothes
constrict dmg: 1d8 + 7 + 1d6 ⇒ (3) + 7 + (4) = 14
red attack: 1d20 + 18 ⇒ (12) + 18 = 30
red dmg: 2d8 + 7 + 2d6 ⇒ (6, 2) + 7 + (5, 4) = 24
note that acid damage is dealt to both the PC and their armor or clothes
constrict dmg: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (1) = 13
Round 1 – Fumbus and Ezren may act bless (+1 status to attack) up when adjacent to Kyra
Merisiel [ooc]-x hp TBD based on Fort Save
Kyra ditto
Creature (blue)
Creature (red)
Creature (green)
Fumbus
Ezren

Fumbus of the Puddles |

"YEAAAGH! Stop making them split...I like the technique but they don't look like they want to work with us." he says seeing the ooze split.
He starts feverishly digging in his bag and pulls out two different vials while cozying up next to Kyra.
Action 1: Move.
"Fast? FIRE AND LIGHTNING IS VERY VERY FRIGHTENING. AHA!" Fumbus yells tossing both bombs at the green slime so that it will blast blue as well.
Action 2: Interact and Strike.
Bottled Lightning, Lesser (Touch): 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Electricity Damage: 1d6 ⇒ 4 +1 Persistent Electric Damage, 1 Electric Splash Damage and Flat-Footed until my next turn.
Action 3: Interact and Strike.
Alchemist's Fire, Moderate (Touch): 1d20 + 11 + 1 - 4 ⇒ (12) + 11 + 1 - 4 = 20
Fire Damage: 2d8 + 1 ⇒ (7, 1) + 1 = 9 +3 Persistent Fire Damage and 4 Fire Splash Damage.

GM Sparrowhawk |

Meri’s dagger takes 2d6 ⇒ (6, 3) = 9] acid dmg
Fumbus’s alchemical assault seems quite effective from the hissing, popping, and bubbling you see on the oozes.
botting ezren
Ezren summons arcane energy and forms it into a large fireball the engulfs all three oozes.
widen metamagic+fireball
6d6 ⇒ (3, 4, 4, 1, 1, 6) = 19
This has a devastating effect, causing the green ooze to melt into a pile before it can attack.
Green reflex: 1d20 + 6 ⇒ (3) + 6 = 9
Red reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Blue reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Round 2 – Kyra and Merisiel may act
bless (+1 status to attack) up when adjacent to Kyra
Merisiel [ooc]-40 hp; grabbed = immobilized and flat-footed
Kyra -30 hp; grabbed = immobilized and flat-footed
Creature (blue) -14hp
Creature (red) -19hp
Creature (green)
Fumbus
Ezren

Merisiel, Open Road Rogue |

Merisiel looks on despairing a little, I have no weaons which can hurt these things. I can keep splitting them but I dont think thats going to be a good idea.
With that she drops her dagger and starts beating on red with her fists.
Fist, agile, finesse, nonlethal, bless: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Fist, agile, finesse, nonlethal, bless: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Fist, agile, finesse, nonlethal, bless: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

GM Sparrowhawk |

Meri drops her dagger and starts pounding against the blob, her first punch fueled by her frustration seems to make a particularly deep impact on the creature, but every blow connects through its jelly like substance.
[-22 nonlethal dmg to it]
Kyra up!

GM Sparrowhawk |

I would put Kyra on delay to keep things moving, but since the two creatures go next, what she chooses to do seems too important to delay, or for me to bot. If someone else wants to make the bot choice, I'm ok with that as it's been 4 days with no word, and I've emailed as well with no response.

Merisiel, Open Road Rogue |

Kyra lacks much in the way of damaging spells that will help I think. She could go for spiritual weapon as it does force damage or drop heal. She lacks the ability to select out enemies so I might suggest a two action heal on Merisiel and a one action one of her (as I have more damage on me). That would give her 3d10hp and me 3d10+24. She could reverse that to make sure she goes to full but it means I will likely drop unconscious on the creatures turn. I believe there will be a chance of her losing both spells due to being grappled as somatic components have the manipulate trait and she is grappled.
Red does have 41 damage on it so it may be better to attack it and try to kill it but her options are limited and all of them have the chance to fail due to grapple I think