
Madame Papillon |

Yabatha will wait for inspire, and then [b]"Ummmm, anyone know what that thing is?[/ooc] she says, as she fires off a moonbeam, and then gets behind Orm.
Moonbeam: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 242d6 + 1 ⇒ (5, 1) + 1 = 7

Orm Blueleaf |

“I do not know what that is, but I do not like it.”
Orm takes a moment to center his consciousness, becoming a steadfast mountain. And then like an avalanche, he descends on the aberration. presuming IC in calc below, but of course if Thelonious doesn’t go that route, lower by 1
Attack 1 – flurry w/ IC: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
dmg 1?: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Attack 2= flurry w/ IC: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
dmg 2?: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7

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Thelonious takes a moment to recall what he knows about these things. Hmmm, I must've read something about these things at the university.
Bardic Lore: 1d20 + 9 ⇒ (13) + 9 = 22
Then offers some words of encouraging. 1 round inspire

GM MattMorris |

Thelonious recognizes it as a gelatinous cube, an ooze known for its ability to engulf and paralyze its prey.
For ease of use, I'll also tell you that its immune to crits and has a very low AC, so don't assume anything misses it.
The cube takes damage from Madame P and Orm, all of which seems effective.
Fortitude: 1d20 + 12 ⇒ (13) + 12 = 25
Group Buffs: Insipre +1/+1
~+~Combat Round 1~+~
Junebug
Derrikk
--Adora
Orm
Madame P
Cube (-24)

Orm Blueleaf |

engulf and parlyze? Yikes. Kind of fun not knowing what classics do exactly in PF2. Also, scary.

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Derrikk moves, focuses on the ooze, and fires
HuntedShot1: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 for damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3 x2 if a crit
HuntedShot2: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 for damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

GM MattMorris |

Derrikk's arrows sink into the ooze, leaving little drippy holes in the cube's sides.
The gelatinous mass slides toward Orm, engulfing him in a wave of slime.
Reflex DC 19 to jump out of the way, Orm. If you fail, you also need to attempt a DC 20 Fortitude save to avoid being paralyzed.
The quivering mass strikes out at Derrikk with a pseudopod, but it just misses.
slam: 1d20 + 11 ⇒ (9) + 11 = 20 for acid: 1d6 ⇒ 6
Group Buffs: Insipre +1/+1
~+~Combat Round 2~+~
Junebug
Derrikk
--Adora
Orm (SAVES)
Madame P
Cube (-32)

Orm Blueleaf |

Reflex: 1d20 + 10 ⇒ (7) + 10 = 17
Ok, looking back, we haven't gotten a hero point since April from a quick work search in the thread. Do we have one now? I'd spend it to reroll if we do . . .

GM MattMorris |

[dice=Reflex]d20+10
Ok, looking back, we haven't gotten a hero point since April from a quick work search in the thread. Do we have one now? I'd spend it to reroll if we do . . .
Yes! I'm the worst about that in PBP.

Orm Blueleaf |

Reflex reroll: 1d20 + 10 ⇒ (16) + 10 = 26 Thanks, Phew! Orm will choose to be pushed along.
Orm didn’t like that close call, so he focuses his inner light and channels ki strike on his fists, following it with a flurry and a final attempt.
Attack 1 – flurry w/ IC & Ki : 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
dmg 1?: 1d8 + 4 + 1 + 1d6 ⇒ (4) + 4 + 1 + (5) = 14
Attack 2= flurry w/ IC& Ki: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
dmg 2?: 1d8 + 5 + 1 + 1d6 ⇒ (4) + 5 + 1 + (4) = 14
Attack 3= w/ IC: 1d20 + 1 ⇒ (4) + 1 = 5
dmg 3?: 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13

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Thelonious does another 1-round inspire and fires a coin at the cube.
1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

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Derrikk fires twice
HuntedShot1: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 for damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 12 if a crit
HuntedShot1: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 for damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 8 if a crit
backs up and directs Adora to attack
Jaws: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 for damage: 1d6 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7 1 of that is fire
Jaws: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 for damage: 1d6 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6 1 of that is fire
I'm realizing that this thing probably doesn't get critted

GM MattMorris |

It does not get critted, but Adora's final attack brings it down.
The gelatinous cube's surface loses its integrity and the interior of the ooze sloshes around the room, leaving behind a puddle full of detritus. The pile contains a gleaming set of full plate and a bent and broken scimitar with a gemstone talisman attached.

GM MattMorris |

The full plate and gemstone are magical.
To the south of the corridor, the floor has partially collapsed, creating a large chasm. Two exits overlook this chasm: a large room to
the west and a short hall to the east. The floor of the chasm, as well as the ground within 5 feet of the chasm ledge, is covered with thick accumulations of bat guano. The demarcation of guano is a surprisingly even line ending just short of the chasm--evidence of cleaning by the gelatinous cube.
It is dark inside the chasm and you hear a rustle of leathery wings.

Orm Blueleaf |

"The guano is rich in nutrients for me, but I imagine that is rather unpleasant for the rest of you. Retreat to the secret room for some rest?"

Madame Papillon |

"Indeed, let's rest up, and then check the next floor in the morning. Hopefully these critters aren't cleaver enough to check back down here and see all the havoc we've caused."

GM MattMorris |

You make your way to the hidden chamber and bed down for the night.
GM Stuff: 1d8 ⇒ 4
When you wake up, the room is filled with a thin mist.
Outside this room, vision is reduced to 30 feet.

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Thelonious spends some time with the magic items as he settles down to rest.
plate mail: 1d20 + 9 ⇒ (18) + 9 = 27
This is +1 full plate. Think of the circus gear we could get for it!
gem: 1d20 + 9 ⇒ (14) + 9 = 23
This talisman is a fear gem. Derrikk or Madame P, you might find it handy.

Orm Blueleaf |

Refreshed, but feeling the absence of sunlight, Orm is ready to attempt to climb the difficult stairs to the next level.
"This mist is odd, no?"

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Deeply. Let's proceed with caution.
Would Junebug have any theories as to what this fog is about?
Occult/Arcana: 1d20 + 9 ⇒ (9) + 9 = 18

GM MattMorris |

Junebug is a bit unsure of the ultimate origin of the mist, but it seems to be seeping out of the walls of the tower itself. Upon examination, the walls seem to hum with power, deep but faint.
The stairs are difficult to navigate, worn smooth by the passage of the gelatinous cube.
At the top of the steps, a hallway stretches to the north and south.

GM MattMorris |

The southern half of this large room contains a 15-foot-deep pit. A short ramp leads into the pit, but stops after 5 feet, ending with a sudden drop-off that descends to the bottom. The crumbled mudbrick that
was once the rest of the ramp litters the bottom of the pit.
There are three twisted creatures at the bottom of the pit, doing little more than writhing and moaning.

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occultism: 1d20 + 9 ⇒ (19) + 9 = 28
The creatures are Grothlus, twisted aberrations that were once human. Typically, the creature is a product of a corrupt or failed fleshwarping.
Terrible wretches. Should we put them out of their misery?

Orm Blueleaf |

"If there are more xulgaths about, I'd rather leave these sad wretches in the pit for now and come back once we've dealt with others lurking about. But I agree, they should be put out of their misery."
Orm will continue to the west if everyone is okay with that plan.

GM MattMorris |

The grothlus stay in their pit, absorbed in their own misery.
Continuing down the hallway, you come to an opening in the southern wall. The doorway is blocked by a rich velvet curtain bearing the image of storm cloud emitting lightning.

GM MattMorris |

Orm hears movement on the other side of the curtain. From here, it sounds like light footsteps somewhere beyond.

Orm Blueleaf |

Orm shares the presence of someone beyond the curtain with his compatriots, using the universal sign of fingers walking across a palm. Once he gets the go ahead from the rest, he pushes the curtain aside and moves in.

GM MattMorris |

Orm pushes past the curtain, which gives him a small, but startling, electric shock.
Beyond, he sees a short hallway that ends at three connected chambers cluttered with fine furniture and luxuries.
Peeking around the corner, Orm sees to the west, a massive four-poster bed at the center of the south wall is littered with colorful silk pillows. A nearby brass brazier gives off bright light and is surrounded by thick carpets, more pillows, and crates overflowing with clothing in all styles and colors. To the east stand another brazier and a desk covered with papers.
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 16 ⇒ (2) + 16 = 18
In the western room, a woman bends down to pet a fierce-looking wolf with blood-red eyes and smoke dripping from its mouth. "Who's a good boy? Not you! Haha! What a fierce pup you are."
In the eastern room, a quasit goes through the papers on the desk, sorting them into piles.
None of the creatures have yet noticed Orm.

GM MattMorris |

Arcane check to ID the wolf?
[dice=arcane]1d20+9
Remember the ritual you disrupted back at the monastery that was trying to turn a wolf into some sort of Abyssal critter? Looks like it worked at least once!

Orm Blueleaf |

Orm looks at the party, and mimes 1, pointing east, and then 2, pointing west. Pointing to himself, he points west. Then counts by fingers: 1, 2, 3 . . . and then rounds the corner to attack!
Matt I know surprise rounds aren't a thing in 2e, much to my annoyance. Any advantage here?

GM MattMorris |

Yes, the combat is changing a bit based on the fact that you all approached with stealth.
You get into position and lunge around the corner. The quasit seems taken by surprise, and waits for instructions from the boss lady. The woman looks up in alarm, and you notice that was appeared to be some sort of cloak is actually a pair of bat-like wings.
Madame P gets the jump on everyone.
Orm: 1d20 + 8 ⇒ (10) + 8 = 18
Junebug: 1d20 + 7 ⇒ (4) + 7 = 11
Derrikk: 1d20 + 11 ⇒ (9) + 11 = 20
Madame P: 1d20 + 10 ⇒ (13) + 10 = 23
Lady: 1d20 + 13 ⇒ (9) + 13 = 22
Wolf: 1d20 + 9 ⇒ (7) + 9 = 16
Quasit: 1d20 + 7 ⇒ (16) + 7 = 23
~+~Round 1~+~
Quasit
Madame P
Lady
Derrikk
Orm
Wolf
Junebug

Madame Papillon |

The halfling nods, and runs out when Orm counts to 2 jumping at the opportunity to suprise both his own allies and the opponents. "You there! I didn't see you at our last night's show! Why's that, huh!?" Trying to trip them up, she throws her voice to the other side of the room.
Sound Burst: 2d10 ⇒ (9, 5) = 14

GM MattMorris |

Fort (Lady): 1d20 + 13 ⇒ (2) + 13 = 15
Fort (Wolf): 1d20 + 11 ⇒ (2) + 11 = 13
Madame P's performance leaves the enemies' ears ringing. The wolf looks in bad shape.
The bat-winged woman puts a hand to her temple.
"Now, now. There's no need for that. Let's just talk this out. Have a seat until we come to an agreement."
She is suggesting you sit down where you are, Madame P. (Will DC 24)
~+~Round 1~+~
Quasit
Madame P
Lady (-14)
Derrikk
Orm
Wolf (-14)
Junebug
[spoiler=Recall Knowledge (Relgion, Fiends) DC 23]The woman is a succubus, a lust demon that tries to seduce people and drains their essence. She has weakness 5 to cold iron and good.[/ooc]

Orm Blueleaf |

Orm centers ki, as the roots of the high mountains, closes on the bat lady, and flurries.
Attack 1 – flurry : 1d20 + 10 ⇒ (4) + 10 = 14
dmg 1?: 1d8 + 4 ⇒ (5) + 4 = 9
Attack 2= flurry w/ IC: 1d20 + 5 ⇒ (17) + 5 = 22
dmg 2?: 1d8 + 5 ⇒ (7) + 5 = 12

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Derrikk moves in and attempts to get the damage rolling on the woman.
focus+hunted shot
HuntedShot1: 1d20 + 10 ⇒ (4) + 10 = 14 for maybe damage: 1d6 + 1 ⇒ (2) + 1 = 3
HuntedShot2: 1d20 + 7 ⇒ (15) + 7 = 22 for likely damage: 1d6 + 1 ⇒ (1) + 1 = 2

GM MattMorris |

Orm manages to land a blow on the woman, and one of Derrikk's arrows strikes true.
Fort: 1d20 + 13 ⇒ (8) + 13 = 21
The injured wolf advance on Derrikk and attacks.
jaws: 1d20 + 12 ⇒ (10) + 12 = 22 for piercing: 1d8 + 5 ⇒ (3) + 5 = 8
The wolf bites on to Derrikk's leg and knocks him prone.
~+~Round 1~+~
Quasit
Madame P
Lady (-28)
Derrikk (-8, prone)
Orm
Wolf (-14)
Junebug