
DoubleGold |

Eegkokirro opens the door and all the slimes are really really far away, like 90 feet. And there is hundreds of open space behind you all. And the slimes move at a space of 15, so 45 each triple move round and you all have slings with an unlimited supply of rocks that do blunt damage, whatever shall be the plan? You level up after this and the fights from here on out in the next chapter are not slimes, So I'm trying to give hints as to what you would do so you can't state your plan and I can bypass this very long combat. Slimes take forever to kill if you don't have the character build to deal with them, and That would drag the PBP game on for weeks every time there is a fight.

Eegkokirro |

Eegkokirro says, "Slings are better than clubs right now." He switches between his weapons and starts to spin the sling. "i'll attack that one" he says, pointing.
Initiative: 1d20 + 11 ⇒ (12) + 11 = 23
Actions when it's his turn
1 action: ranged attack
1 action: reload
1 action: ranged attack
Ranged attack: 1d20 + 13 ⇒ (5) + 13 = 18
Damage if needed: 1d6 ⇒ 1
Ranged attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage if needed: 1d6 ⇒ 3
GM, thank you for your suggestions and help.

DoubleGold |

Okay, you defeat the slimes easily.
You find nothing of interest in the warehouse even if you searched it for an hour.
You return to Abayone
Abayone gives a grim laugh. “So, those who would release the curse upon their enemies have fallen victim to it themselves? Such is the price of malice. But this curse is spreading, and Kibwe is plainly in danger. Fortunately, those who built this city made many preparations to save it.“The statues on the walls and columns around the city are the Pillar-Watchers. They are old, old magic. Some we understand; others we do not. There is an abandoned archive, built even before Kibwe was merely a provincial capital in a large empire. It was called the Archive of the Sun—and still is, I suppose! There is a Pillar-Watcher inside it with the head of an eland. It is called Cursebreaker, and its function is to obliterate any curse that would threaten the city. It will work to stop the spread of this slitheringcurse. You must go to the Archive of the Sun to find and activate Cursebreaker.
Level up to level 12

Eegkokirro |

Kibwe Lore: 1d20 + 10 ⇒ (9) + 10 = 19
"Archive of the Sun?" Eegkokirro repeats and starts to think about what he knows of the Archive of the Sun. "Hmmm, so find the Pillar-Watcher with an eland head. Cursebreaker. Abayone, do you know how to activate Cursebreaker?"

DoubleGold |

Eegkokirro doesn't find out any additional info, but with that you travel to the Archive of the Sun.
The Archive of the Sun is an impressive building made of ancient stone abutting the city wall. Its entry is a square tunnel in the structure’s south side. A single door to the west and a double door to the east are set deep in the shadows of this entry. You can search this area if wish, but there is nothing of interest here and go right or left

Eegkokirro |

"Well, the sunset doors then," Eegkokirro says as he walks to the western door. If it is locked as well, he'll get out his lockpicks and, after checking for traps, attempt to open the eastern doors.
Thievery to unlock eastern doors: 1d20 + 12 ⇒ (19) + 12 = 31

Eegkokirro |

"Do you sense any magic Lani?" Eegkokirro asks. "Did you see the dust Kisharn, Mok? It disappeared."
The grippli takes a sling bullet and tosses it into the air where the dust disappeared.
After seeing what happens he says, "I'll try to disable the trap now. Be ready to jump in case the pit is bigger than I think."
Thievery: 1d20 + 12 ⇒ (16) + 12 = 28

DoubleGold |

The bullet bounces off of something, you see it ricochet in mid air and jump back a foot. that is enough to disable the trap, but you threw the sling bullet first and disabled the trap second? Do you still wish to disable the trap? Map See slide number 2, you are in B3.

DoubleGold |

Alright, so Eegkokirro disables the traps and the invisible thing is a giant locker on the other side, as it appears after he disable the traps. The locker opens and you can see in it, it is a portal on the other side, like some extradimensional space, but you can't see in it. Maybe something will come out, maybe it is worth exploring. Do you ready actions, go to the locker, explore inside, etc?