
GM Farol |

Granitt's AOO vs skeleton: 1d20 + 10 ⇒ (10) + 10 = 20 Miss
Damage, slashing: 2d8 + 3 ⇒ (4, 5) + 3 = 12
Granitt's@beetle: 1d20 + 10 ⇒ (7) + 10 = 17 Hit beetle -6
Damage, slashing: 2d8 + 3 ⇒ (1, 7) + 3 = 11
Granitt's@skeleton, sweep: 1d20 + 10 - 5 + 1 ⇒ (19) + 10 - 5 + 1 = 25 Hit skelly -12
Damage, slashing: 2d8 + 3 ⇒ (8, 6) + 3 = 17
Granitt strikes the skeleton when it was attacking Libitina and then strikes beetle and skelly, hitting each time. Then he raises his shield.
Part of the wounds heal for the undead and beetle strikes at Granitt's
Horn@Granitt: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d10 + 5 ⇒ (9) + 5 = 14 Hit Granitt -14
Horn@Granitt: 1d20 + 12 - 4 ⇒ (3) + 12 - 4 = 11
Damage: 1d10 + 5 ⇒ (3) + 5 = 8
Horn@Granitt: 1d20 + 12 - 8 ⇒ (8) + 12 - 8 = 12
Damage: 1d10 + 5 ⇒ (10) + 5 = 15
Only first attack hits Granitt.
Skelly focuses on Libitina
Sword@Libitina: 1d20 + 10 ⇒ (19) + 10 = 29 Crit Libitina -12, granitt's reaction -6
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Sword@Libitina: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9 Miss.
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Then he raises his shield. The first strike makes another big wound at Libitina.
★★★
Will necromantic lackeys mop the floor with pathfinders? Round 3
Terrain: Room
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Granitt: Aoo vs green
──────────
BOLD IS UP!:
──────────
➤ Granitt (58/58 HP) │ shield (-2), fast healing 4
➤ Sindarin (30/30 HP) │ Magic weapon (bow)
⠀⠀➤ Brook (24/24 HP)
➤ Mandoo (24/30 HP)
Green Champion (-15 HP) │ Religion to identify, shield raised
Yellow Bug (-42 HP) │ Religion to identify
➤ Dorgen (42/42 HP)
➤ Aleksandr (41/41 HP) │ Protect Companion
➤ Mrs. Perkins (32/32 HP)

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[Another lucky strike by the skeleton]
{Yes. It is proving a tougher opponent than expected}
[Nothing you can't handle though, right dear?]
{Hmm... Let's hope so}
[You can do it! I have faith in you my love]
The three rounds of Boost Eidolon have expired, so time to recharge.
"ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର"
Mandoo Action (◇): Cast a Spell: Extend Boost
Mandoo Action 1 (◆): Cast a Spell: Boost Eidolon vs Libitina
Religion (Extend Boost) vs DC 16?: 1d20 + 7 ⇒ (5) + 7 = 12
That's a fail. The Boost only lasts for one round, but at least I get to keep the Focus Point.
While Mandoo flings yet another spell at the skeleton ("ଜୀବନ୍ତ ମୃତମାନଙ୍କୁ ବ୍ୟାଘାତ କର"), Libitina strikes out at their foe with her wing.
Action 2 & 3 (◆): Act Together
- Mandoo Action 2 & 3 (◆◆): Cast a Spell: Disrupt Undead vs Green Champion
- Libitina Action 2 (◆): Strike (+1 Ghost Touch Wing) with Boost Eidolon and Spirit Touch vs Flat-Footed Green Champion
Disrupt Undead Damage: 1d6 + 4 ⇒ (6) + 4 = 10 positive damage vs DC 18 basic Fortitude.
Libitina Wing Attack: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 vs Flat-Footed
Libitina Wing Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8 bludgeoning damage
Libitina Wing Spirit Touch Damage: 1 = 1 positive damage

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GM, I think you didn't update Granitt's HP in your tracker.
By the way, I love how you track statuses and the like in the initiative. It really helps. :)
Seeing his last spell having a great effect on the big bug, Dorgen repeats the spell.
Telekinetic Projectile versus Bug: 1d20 + 10 ⇒ (20) + 10 = 30
Bludgeoning damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Um... Wow.
"Granitt, looks like you could use some help hitting the thing, yeah? I hope this helps!"
With a quick flick of his wrist, Dorgen casts a spell and Granitt feels bolstered.
Guidance for Granitt.
Yes, Wizards can get Guidance, if you know how. :P

GM Farol |

Fortitude save, DC18: 1d20 + 7 ⇒ (5) + 7 = 12
Mandoo sends magic to destroy the undead, and it fails to resist, his bones fall to the ground before Libitina is able to strike it.
Dorgen sends another stone toward the bug causing it to fall just like the skeleton.
End of combat!. @Dorgen yeah I missed subtracting Granitts HP. You will end up Granitt -6 (after applying remaining fast heals) and Mandoo -6
You catch a breath and take a look at the chest which you wanted to open before the hell broke loose. In it you find personal items from different cultures and ancestries, you believe that they could have belonged to slaves captured by duergars. More treasure bundles ;)

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"These belong in a museum, but I'm sure the Society will reward us.
Now, if you'll excuse me, I need to rest. All this fighting nonsense has worn me out."
Mrs. Perkins will Treat Wounds, and then Refocus for 10 minutes by quilting.
Granitt: Assurance (Medicine) 16: 2d8 ⇒ (6, 1) = 7
Mandoo: Assurance (Medicine) 16: 2d8 ⇒ (4, 3) = 7

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[You seemed to be having trouble there dearest, so I took care of the skeleton for you]
{Very generous, but I had the situation under control}
[No doubt your next strike would have finished it off, but a little insurance never hurts]
{Unlike that last blow I took}
After Mrs Perkins finishes treating Libitina, the vanth nods once to the witch. "Thank you."
Mandoo smiles broadly. "Yes, thank you kindly, Mrs Perkins. I too need to rest a few moments." Mandoo sits quietly praying to Pharasma and communing with Libitina.
Refocusing...
Once he's ready, Mandoo rises and turns to Granitt. "I believe we can proceed to the caves now, my friend."

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Dorgen puffs and claps his hands, wiping off imaginary dust. "See, that's how you do it. The scientific method: perform an experiment and then do it again to see if it yields similar results."
With Mandoo and Mrs. Perkins taking a break to catch their breaths, Dorgen sits down and starts leafing through his spellbook. "Now, assuming we're going to encounter more resistance, I might need to pack more of a metaphorical punch," he mumbles while practicing some hand movements.
I'm replacing my Comprehend Language spell with a second-level Hydraulic Push through my Arcane Thesis.

GM Farol |

Mrs Perkins catch a breather and is accompanied by Mandoo and Dorgen. You spend around half an hour in that chamber at times jumping when rats moved some bones.
After taking your time you head towards the cave, the nicely made floor gives place to an uneven ground. Nature has once again started to reclaim the ruins. A mud pot that stretches across the cavern makes the air thick with the smell of rotten eggs. The heavy bubbling of the feature shows it’s far too hot to touch. However, this doesn’t seem to have stopped the duergars from approaching: two lie dead at the edge of the mud pot, their flesh largely seared from their bodies, and their belongings corroded beyond usefulness.
Please position yourself up to 20 ft from the 'border of the cave', nothing bad will happen, trust me ;)

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Mrs. Perkins will try her best to determine how they died. Medicine +8

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What is the "Border" of the cave? White arrow? Red arrow? I've lined myself up at the purple rectangle.
"I'm not a medical expert, Mrs. Perkins, but it seems they took a dip in a mud bath, I think."

GM Farol |

Border of the cave - purple line ;)
After Mrs. Perkins moves closer mud pot explodes a cloud of acidic gas at her.
Acid: 1d10 + 6 ⇒ (10) + 6 = 16 Mrs. Perkins basic Reflex save DC20
As the acid splashes at Mrs. Perkins three oozes emerge from the other side of the mud pot.
Aleksandr Ostenoff, Search: 1d20 + 7 ⇒ (8) + 7 = 15
Dorgen, Investigate: 1d20 + 8 ⇒ (10) + 8 = 18
Potipher Perkins, Detect Magic: 1d20 + 7 ⇒ (18) + 7 = 25
Granitt, Defend: 1d20 + 7 ⇒ (10) + 7 = 17
Mandoo, Search: 1d20 + 9 ⇒ (15) + 9 = 24
Sindarin Elesar, Search: 1d20 + 7 ⇒ (14) + 7 = 21
Red: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (3) + 4 = 7
Pool: 1d20 + 11 ⇒ (10) + 11 = 21
★★★
Oozes are crawling at your doorsteps Round 1
Terrain: Cave
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Mrs. Perkins: Reflex save DC20 (vs 16 acid dmg)
──────────
BOLD IS UP!:
──────────
➤ Mrs. Perkins (32/32 HP)
➤ Sindarin (30/30 HP)
⠀⠀➤ Brook (24/24 HP)
➤ Mandoo (30/30 HP)
Pool (- HP) │ Survival check to disable (2-actions)
Red (- HP) │ Ocultism to recall knowledge
Dorgen (42/42 HP)
Aleksandr (41/41 HP)
Granitt (58/58 HP)
Green (- HP) │ Ocultism to recall knowledge
Yellow (- HP) │ Ocultism to recall knowledge

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[I don't like the look of that acid pool]
{It appears to be a proximity-based hazard}
[It would be great if someone could disable it]
{I have not dealt with such a hazard before}
[Me neither. I hope one of the others knows what to do]
{Yes. In the meantime, I suppose I should deal with the oozes}
[Good idea]
Once again, the dynamic duo go into battle. Libitina closes with the enemy and strikes with her scythe as Mandoo casts his spells.
"ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ."
Mandoo Action 1 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 19
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Mandoo will use the reaction on the first attack that deals more than 5 hit points of damage.
ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର and "ଏହାକୁ ତୀକ୍ଷ୍ଣ ରଖନ୍ତୁ."
Mandoo Action (◇): Cast a Spell: Extend Boost
Action 2 (◆): Act Together
- Mandoo Action 2 (◆): Cast a Spell: Boost Eidolon vs Libitina
- Libitina Action 2 (◆): Stride (25 feet)
Religion (Extend Boost) vs DC 16?: 1d20 + 7 ⇒ (15) + 7 = 22
A success, so the spell extends the duration of Boost Eidolon to 3 rounds.
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe with Boost Eidolon vs Yellow Ooze
Vanth Scythe: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage

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Reflex: 1d20 + 9 ⇒ (5) + 9 = 14
"My clothes! This is unacceptable."
Mrs. Perkins scurries back to the group ◆, and slaps a patch on her dress.
◆ Battle Medicine, Assurance 16: 2d8 ⇒ (7, 4) = 11
She then explains how to defeat oozes.
◆ Recall Knowledge, Occultism +11

GM Farol |

Mandoo protects Libitina and boosts her attacks. She moves and strikes at the ooze. She hits without trouble but her attack does no extra damage. Crit hit Yellow -15
Mrs. Perkins fails to dodge the damage, she moves away and patches her wounds.
Occultism: 1d20 + 11 ⇒ (13) + 11 = 24
Mrs. Perkins recognizes those as sulfuric slimes, they can attack from distance dealing acid damage. They are mindless creatures and are lacking eyes.
★★★
Oozes are crawling at your doorsteps Round 1
Terrain: Cave
Battlemap
──────────
BOLD IS UP!:
──────────
Mrs. Perkins (27/32 HP)
Sindarin (30/30 HP)
⠀⠀➤ Brook (24/24 HP)
Mandoo (30/30 HP)
Pool (- HP) │ Survival check to disable (2-actions)
Red (- HP) │ Ocultism to recall knowledge
Dorgen (42/42 HP)
Aleksandr (41/41 HP)
Granitt (58/58 HP)
Green (- HP) │ Ocultism to recall knowledge
Yellow (-15 HP) │ Ocultism to recall knowledge

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I am now back from my trip and should be able to post more regularly again.
"Are you alright there, Ms. Perkins?" Then, seeing that it's simply a singed robe, Sindarin moves up to the edge of the cave and frowns at the oozes, unsure if his arrows will have much of an impact. I'm not thrilled about the disgusting blobs, but I'm more concerned about this mud... He turns his attention to the pool instead. Brook follows but hesitates to approach the oozes, perhaps not recognizing them as a potential threat. Instead, she says near Sindarin.
Sindarin: ◆ stride, ◆◆ disable pool
Brook: ◆ stride
Disable attempt (pool): 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17

GM Farol |

Brook can't move closer without command an animal aciton being used. When your animal is mature animal it will get 1 action on it's own
Sindarin moves towards the pool and attempts to disable its activities, but despite his efforts, he fails. DC is 20
The pool release a cloud of acid.
Damage@Sindarin and Libitina: 1d10 + 6 ⇒ (9) + 6 = 15 Basic reflex save DC20
Red Ooze moves closer and shoots acid at Libitina and Sindarin
Shoot@Libitina: 1d20 + 8 ⇒ (17) + 8 = 25
Damage, acid and bludgoening: 1d4 + 1d6 ⇒ (4) + (6) = 10 Hit libitina -10
Shoot@Sindarin: 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5
Damage, acid and bludgoening: 1d4 + 1d6 ⇒ (1) + (1) = 2
Libitina is covered with acid substance, but Sindarin dodges it.
★★★
Oozes are crawling at your doorsteps Round 1
Terrain: Cave
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Sindarin: Basic reflex save DC20 (15 dmg)
Mandoo: Basic reflex save DC20 (15 dmg)
──────────
BOLD IS UP!:
──────────
Mrs. Perkins (27/32 HP)
Sindarin (30/30 HP)
⠀⠀Brook (24/24 HP)
Mandoo (20/30 HP)
Pool (- HP) │ Survival check to disable (2-actions)
Red (- HP) │ Ocultism to recall knowledge
➤ Dorgen (42/42 HP)
➤ Aleksandr (41/41 HP)
➤ Granitt (58/58 HP)
Green (- HP) │ Ocultism to recall knowledge
Yellow (-15 HP) │ Ocultism to recall knowledge

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Was the acid cloud a reaction to someone getting close to the pool, in this case Sindarin? If so, then Libitina, who had technically not yet started her approach at that time, may not have been affected. Nevertheless...
As the pool releases a cloud of acid, Libitina...
Libitina Reflex Save vs DC 20: 1d20 + 6 ⇒ (5) + 6 = 11
Yuck. Hero Point re-roll...
Libitina Reflex Save vs DC 20: 1d20 + 6 ⇒ (14) + 6 = 20
Oof, barely.
...who was expecting it, manages to dodge and avoid the worst.
So 7 hp of damage, plus the maxed-out 10 from the acid attack, means that Libitina/Mandoo is down 17 hp with two more oozes to go. This could get ugly.
[How are you holding up, dear?]
{The environment in here is quite acidic}
[Looks like Sindarin failed to disable the pool]
{How very unfortunate}
[Hang in there, my love. I'll try to help when I next get the chance]
{That may not be soon enough. I feel my bones weakening}
[Let's pray that the Gray Lady is looking out for us]
{Hmm...}

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"Hrrmm, oozes tend to be slow, right? I wonder how well they conduct electricity."
Dorgen moves forward a bit so he has a clear shot at the group of oozes, then rubs his hand together and sets sparks flying towards the red and yellow slimes.
Electric Arc on Yellow and Red. Basic Reflex save DC 20.
Electricity damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6

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Reflex save: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Sindarin, anticipating the acid, leaps back out of the way, but is too close to get enough distance. The acid sears away a large area of flesh on his arm and he cries out in pain, shocked at how caustic the pool is. I guess I should have paid more attention to those dead duergar.
Ha. Yes. That's why I didn't have her attack, but I totally forgot that meant she couldn't move either.

GM Farol |

@Mandoo - no pool is a hazard acting on its initiative and 'attacks' everyone in a certain proximity to it
Reflex save Yellow, DC20: 1d20 + 2 ⇒ (12) + 2 = 14 Fail yellow -6
Reflex save Red, DC20: 1d20 + 2 ⇒ (18) + 2 = 20 Save red -3
Botting Granitt
Granitt runs forwards and strikes at yellow ooze
Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d8 + 3 ⇒ (5, 4) + 3 = 12 Hit yellow -12 and dead
Botting Aleksandr
Aleksandr boost Imelia who moves forwards and strikes
Wail@red: 1d20 + 10 ⇒ (5) + 10 = 15
Damage, sonic: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8 Hit red -8
Green ooze attacks Imelia
Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d4 + 1d6 ⇒ (3) + (1) = 4
Attack: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
Damage: 1d4 + 1d6 ⇒ (2) + (4) = 6
Attack: 1d20 + 8 - 10 ⇒ (16) + 8 - 10 = 14
Damage: 1d4 + 1d6 ⇒ (4) + (3) = 7
But each time misses
★★★
Oozes are crawling at your doorsteps Round 2
Terrain: Cave
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Mrs. Perkins (27/32 HP)
➤ Sindarin (15/30 HP)
⠀⠀➤ Brook (24/24 HP)
➤ Mandoo (13/30 HP)
Pool (- HP) │ Survival check to disable (2-actions, DC20)
Red (-11 HP) │ Ocultism to recall knowledge
Dorgen (42/42 HP)
Aleksandr (41/41 HP)
Granitt (58/58 HP)
Green (- HP) │ Ocultism to recall knowledge

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Mrs. Perkins shows some uncharacteristic concern.
"Do be careful, my dears."
She casts a spell at Mandoo.
◆◆ Soothe, 1st level: 1d10 + 4 ⇒ (10) + 4 = 14
Then at Sindarin.
◆ Life Boost - fast healing 4 for 4 rounds

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[That's one down. Only two more to go]
{Three. Let's not forget the pool}
[Ah, true]
{It is more dangerous than the oozes}
[Doubtless Sindarin will give it another shot]
{Let's hope he is more successful this time}
Mandoo was about to break out his healer's kit, when he suddenly feels a soothing flow of health enter his body. He quickly funnels it to Libitina through their shared link and her acid softened bones reharden. "Thank you kindly once again Mrs Perkins. Where would we be without you?"
He then casts a protection spell on Libitina as she repositions herself to attack another of the oozes before slashing at it twice with her scythe.
"ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ."
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 19
- Libitina Action 1 (◆): Stride (25 feet)
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Green
Libitina Scythe Attack: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe) with MAP1, Boost Eidolon and Spirit Touch vs Green
Libitina Scythe Attack: 1d20 + 8 + 1 - 5 ⇒ (2) + 8 + 1 - 5 = 6
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
Whoops, I forgot about the Life Block reaction that I could have used against the last ooze attack. No doubt I will have another chance to use it soon.
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Mandoo will use the reaction on the first attack that deals more than 5 hit points of damage.

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HP = 15+4 = 19/30
Disable attempt (pool): 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Sindarin takes another look at the pool, but can't see any way to stop it from releasing acid. I don't know if there is anything we can do about the pool other than try to stay away from it as much as possible.
He straightens and my moves further into the chamber, motioning to Brook to stay where she is for now. "I think my swords may be of better use here. Was that you that provided the healin', ma'am? Thank you." He nods to Mrs. Perkins.
I can't control the tokens on my phone, but he moves just to right of Grannit, in the alcove. I will move into combat next round when he can attack.

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"I always appreciate others making a protective phalanx around me."
Icon moved.

GM Farol |

Mrs. Perkins heals Mandoo and Sindarin.
Mandoo protect Libitina who strikes the ooze but only her first attack hits Green -8
Sindarin attempts to disable the pool but fails, then he moves away from the pool.
The pool releases another gas cloud
Damaga, acid: 1d10 + 6 ⇒ (3) + 6 = 9 Libitina, Granitt, Imelia reflex save DC20
Red strikes at Imelia
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 1d4 ⇒ (2) + (3) = 5
Attack: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7
Damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
Attack: 1d20 + 8 - 10 ⇒ (4) + 8 - 10 = 2
Damage: 1d6 + 1d4 ⇒ (2) + (2) = 4
But misses!
★★★
Oozes are crawling at your doorsteps Round 2
Terrain: Cave
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Mandoo: Reflex save DC20 (9dmg)
Aleksandr: Reflex save DC20 (9dmg)
Granitt: Reflex save DC20 (9dmg)
──────────
BOLD IS UP!:
──────────
Mrs. Perkins (27/32 HP)
Sindarin (19/30 HP) │ Fast-heal 4 - 3 more rounds
Brook (24/24 HP)
Mandoo (27/30 HP)
Pool (- HP) │ Survival check to disable (2-actions, DC20)
Red (-11 HP) │ Ocultism to recall knowledge
➤ Dorgen (42/42 HP)
➤ Aleksandr (41/41 HP)
➤ Granitt (58/58 HP)
Green (-8 HP) │ Ocultism to recall knowledge

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"Good work people, one's already down. Let's see if I can help some more..."
Dorgen moves up, making sure to not stand too close to the pool, and fires another Electric Arc at the remaining slimes.
Electricity damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Basic DC 20 Reflex save to halve/negate the damage.

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Reflex: 1d20 + 9 ⇒ (17) + 9 = 26
Imelia avoids some of the acid.
Aleksandr advances. He recalls anything useful regarding the oozes as Imelia stabs at the one in front of her before retreating from the pool.
◆ Aleksandr - Stride
◆ Act Together
Aleksandr ◆ - Recall Knowledge
Imelia ◆ - Strike Stab: 1d20 + 10 ⇒ (2) + 10 = 12Piercing: 1d6 + 2 ⇒ (4) + 2 = 6
◆ Imelia - Stride

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The pool releases another cloud of acid, which Libitina...
Libitina Reflex Save vs DC 20: 1d20 + 6 ⇒ (4) + 6 = 10
Great! A crit fail for 18hp. Hero Point re-roll...
Libitina Reflex Save vs DC 20: 1d20 + 6 ⇒ (14) + 6 = 20
These saves are too lose for comfort.
...once again barely manages to duck to avoid the worst.
Damage reduced to 4 hp. That's two Hero Points that I've spent on this blasted pool now. I think enough is enough.
[That was another close one dear]
{Yes. The pool is the greater danger here}
[It appears that Sindarin has abandoned his efforts to disable it]
{That is unfortunate}
[Indeed. Perhaps we should consider breaking off the attack]
{That may well be the wisest choice at this point}

GM Farol |

Dorgen strikes with lightning
Reflex dc20, green, red: 1d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (9) + 2 = 11
Aleksandr moves and recalls what he knows of the creatures while Imelia strikes. I assume red, I appreciate people saying whom they strike, it is easier for me to process without checking map history. Hit red -6
He knows that they are not agile nor strong-willed, but their anatomy keeps them immune to precision damage, critical hits, visual, mental effects and acid damage.
So it ends up to be me to bot Granitt, so here it comes. As instructed move away.
Granitt attempts to dodge the cloud
Reflex: 1d20 + 6 ⇒ (8) + 6 = 14
Then he moves away.
The ooze strikes Libitina
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d4 + 1d6 ⇒ (1) + (3) = 4
Attack: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
Damage: 1d4 + 1d6 ⇒ (3) + (3) = 6
Attack: 1d20 + 8 - 10 ⇒ (18) + 8 - 10 = 16
Damage: 1d4 + 1d6 ⇒ (3) + (4) = 7
But hitting only once.
★★★
Oozes are crawling at your doorsteps Round 3
Terrain: Cave
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Granitt: Reflex save DC20 (9dmg)
──────────
BOLD IS UP!:
──────────
➤ Mrs. Perkins (27/32 HP)
➤ Sindarin (19/30 HP) │ Fast-heal 4 - 3 more rounds
➤ Brook (24/24 HP)
➤ Mandoo (17/30 HP)
Pool (- HP) │ Survival check to disable (2-actions, DC20)
Red (-26 HP) │ Ocultism to recall knowledge
Dorgen (42/42 HP)
Aleksandr (37/41 HP)
Granitt (49/58 HP)
Green (-17 HP) │ Ocultism to recall knowledge

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I will not use the Life Block reaction on the last attack. I prefer to keep the +1 AC bump in place.
[Time to retreat and regroup my dear]
{I believe I have time for one last slice}
[Very well, but don't take too long; that pool is about to burp acid again]
Mandoo casts a spell as Libitina takes one more swipe at the ooze before retreating to the hallway.
"ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ."
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 19
- Libitina Action 1 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Green
Libitina Scythe Attack: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
Libitina Action 2 (◆): Stride (25 feet)
Libitina Action 3 (◆): Stride (25 feet)
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike

GM Farol |

Libitina attacks the ooze and hits them. Green -10
Then she moves away.
★★★
Oozes are crawling at your doorsteps Round 3
Terrain: Cave
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Granitt: Reflex save DC20 (9dmg)
──────────
BOLD IS UP!:
──────────
➤ Mrs. Perkins (27/32 HP)
➤ Sindarin (19/30 HP) │ Fast-heal 4 - 3 more rounds
➤ Brook (24/24 HP)
Mandoo (17/30 HP) │ Protect Companion
Pool (- HP) │ Survival check to disable (2-actions, DC20)
Red (-26 HP) │ Ocultism to recall knowledge
Dorgen (42/42 HP)
Aleksandr (37/41 HP)
Granitt (49/58 HP)
Green (-27 HP) │ Ocultism to recall knowledge

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I was kind of waiting to make sure Mrs. Perkins was still able to heal anyone who got hit as we retreated, but I guess I'm going.
Mrs. Perkins commands her book of the Acts of Iomedae to go and thwack the ooze.
◆◆ Spirit Object: 1d20 + 10 ⇒ (11) + 10 = 21 vs Red
Bludgeoning: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Then, she retreats. ◆

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Fast heal 19 + 4 = 23
Sindarin draws his bow and fires twice across the mud pool.
1st attack: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Damage: 1d8 + 1 ⇒ (4) + 1 = 5
2nd attack: 1d20 + 5 + 2 - 5 ⇒ (17) + 5 + 2 - 5 = 19 Damage: 1d8 + 1 ⇒ (7) + 1 = 8
◆ draw bow, ◆ strike (red), ◆ strike (red)

GM Farol |

Mrs. Perkins sends her book to show that word is more powerful than a sword. Especially if those words are printed in thick book with heavy covers.
Book smashes into red ooze which splashes and disappears. Red hit and dead
Sindarin heals some of his wounds and sends two arrows at the last ooze, both hit the ooze and disappears inside. And slowly the ooze disappears into the pool. Two hits green -13 and dead
Pool sends a cloud of fumes. And now I realized that I made a mistake last round, when the initiative kicks in Pool sends a cloud of poison and not acid.
Dorgen, Sindarin, Imelia Fort save DC17 vs Sulfur Poisoning (stage 1 - 1d10 poison dmg)
★★★
Oozes are crawling at your doorsteps Round 3
Terrain: Cave
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Sindarin: Fort save DC17
Dorgen: Fort save DC17
Aleksandr: Fort save DC17
──────────
BOLD IS UP!:
──────────
➤ Mrs. Perkins (27/32 HP)
➤ Sindarin (23/30 HP) │ Fast-heal 4 - 3 more rounds
➤ Brook (24/24 HP)
➤ Mandoo (17/30 HP) │ Protect Companion
Pool (- HP) │ Survival check to disable (2-actions, DC20)
➤ Dorgen (42/42 HP)
➤ Aleksandr (37/41 HP)
➤ Granitt (49/58 HP)

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Ooh boy, a Wizard's favourite save...
Fort save: 1d20 + 10 ⇒ (1) + 10 = 11
I'll Hero Point that. 2 HP left.
Fort save: 1d20 + 10 ⇒ (5) + 10 = 15
Better than crit failing, I guess.
Dorgen's surprised at how far the noxious fumes reach, and coughing and spluttering he makes his way back to the group.
"We really need to deal with that pool, it smells like dead farts. Sindarin, you're good with your hands, right? Here, let me help you."
Dorgen chants a quick word of encouragement and casts Guidance on Sindarin.
Poison ticks on the end of my turn, right? Then I'll cast another Guidance on myself to boost my save.
But with no more combat, can't we take our time disabling this thing? Apart from dealing with the people who are poisoned, that is.

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Fast heal 23 + 4 = 27
Fort save: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 Is he definitely in range of the pool? I didn't move him last time because he didn't have to roll a save the previous round, so I assumed it was safe. I don't suppose it matters much at this point, either way.
The two remaining oozes collapse into piles of smelly goo. With much less distraction, Sindarin sets his bow down gently and studies the poisonous pool from a distance. Brook sits down and watches him curiously, but remains where she is.
After some thought, the ranger skirts around the edge of the pool and uses his sword and boot to slide the goo from the oozes onto the surface, creating a kind of seal. It doesn't cover it completely but seems to dampen it enough that the gas that does escape no longer poses a risk. "Ha! I really didn't think that would work, but it was worth a try!"
Survival: 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23 Woohoo!
I don't know if that description works for disabling the pool, but I really could not figure out any other method of stopping the poison emission that made sense!
◆ Stride, ◆◆ disable attempt

GM Farol |

Yeah it is 10 ft form the pool so I missed you last round ;) sorry Sindarin
Sindarin gets poisoned but it does not stop him from disabling the pool, he unblocks some of the stones letting water flow into it. Big clouds of smoke raises but they are less dangerous than what was happening before.
Soon it calms down.
When you check the lying bodies you find three bronze goblets crusted with dried blood treasure bundles
You spend some time healing, with Mrs. Perkins and Granitt doing the heavy lifting. You look at the options and wonder where to.
The tunnel south is collapsed, so now we need to choose white arrow (relatively safe corridor) or red arrow (corridor with a trap)

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My impression was that it was only hit point damage and that GM was going to handwave it since we have enough healing. But if it's not handwaved, Mrs. Perkins will Battle Medicine and Soothe (2nd) to prevent people from going under.

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[At least we don't have to worry about the oozes anymore]
{They were never the real danger}
[Hmm... So it's pretty much all up to Sindarin now]
{Yes. It may take him a few attempts}
[The pool is proving difficult to disable]
{He will succeed eventually. We just have to keep him alive until he does}
[I'll do my best]
{If that's not good enough, I'll make sure his soul gets to the Boneyard safely}
[Now that's what I call a vote of confidence]
Sindarin quickly disables the pool.
[That was faster than expected]
{Yes}
[Practice makes perfect I suppose]
{If you say so}
[Where to now?]
{Hmm... Trap or no trap. The choice seems an easy one}
Mandoo speaks out. "Now that we're all fixed up again, how about we avoid the corridor with the trap and go that way." He points at the western (white arrow) exit.

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"We were asked to make the place safe ... shouldn't we disable the trap?"

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"Considering how much trouble this one gave us," Dorgen says in between bouts of coughing, "Maybe skip it this time and leave it until we've cleared the place. No need to out ourselves in danger unnecessarily."
Gonna roll for poison for the fun of it.
Fort save: 1d20 + 10 ⇒ (2) + 10 = 12
Fort save: 1d20 + 10 ⇒ (11) + 10 = 21
Fort save: 1d20 + 10 ⇒ (18) + 10 = 28
Total damage: 2d10 + 1d12 ⇒ (6, 2) + (11) = 19
Dorgen hacks up a worrying amount of phlegm over the span of half a minute, but finally he gets all the irritants out of his nose.
"Phew, that feels much better. I think I lost some weight as well," he says with a weak grin.

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Mandoo answers Mrs Perkins. "Indeed we will, Mrs Perkins, but as I believe the maps we found show that both paths lead to the same room, I think it might be less dangerous if we were to access the trap from the other side."

GM Farol |

Ok it is 2 to 1 for safe passage, you can always take the other passage as well, later
You head through the passage that you believe to be safe.
A pile of rubble near the entrance of the hidden passageway almost obscures it from view. Though once maintained in the style of Kazhlik, this tunnel has only recently been cleared out after a collapse. The path, only five feet across at its widest point, is strewn with gravel and uneven. Though the walls and ceiling bear a few cracks, they’re minimal enough that the passage hasn’t yet fallen in completely.
The narrow corridor widens to a ledge that oversees a chasm so deep its bottom glows a dull red. A metal contraption that looks like part of a bridge juts out from the near side of the crevasse; more metal glints from the other side, 30 feet away. It doesn’t appear the bridge was torn apart by the power of the fault or eroded by the elements: The slab of metal that protrudes a few inches over the gap ends in a straight, clean edge.
What do you do?

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Dorgen eyes the "safe" passageway warily. "Yeah, I don't trust this passageway one bit. Let's use the other one."
Does my Stonecunning tell me anything?
At the crevasse, Dorgen says, "Ah, so either we risk getting buried alive in the passageway, or we plunge to our deaths crossing this chasm. Oh joy."
Dorgen falls silent for a moment, then reluctantly says, "I might have a way of crossing this gap, but if my calculations are incorrect, it might end unpleasantly for me. I'd rather have some backup with me, just in case."
I have Jump in my spellbook, which I can switch in with my Arcane Thesis. But as said, in case anything goes wrong, I'd love to have someone with me.

GM Farol |

The tunnel looks natural and perfectly normal to everyone including Dorgen
But when you approach the chasm it is Dorgen who finds a hand crank in the alcove. However, the crank seems to be stuck. You believe that the crank could extend the bridge to close the gap. Well done with the stonecunning ;)
You can continue to try and jump through the chasm or to repair the bridge, any skills like crafting to fix it, thievery to reposition some of the parts, athletics to brute force the problem, or relevant Lore would do. This would be an open check (do them yourself).

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"Doesn't anyone these days fix their own messes?"
Crafting: 1d20 + 13 ⇒ (4) + 13 = 17
"Oh dear. No wonder it's broken."

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"Back you up how, exactly?" Sindarin eyes Dorgen suspiciously.
Dorgen points out the hand crank. "Well, that seems more promising, I suppose. I don't really have much experience with this kind of thing, but I can take a look."
Crafting: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
"Nope. Definitely not seeing how it works. Unless we just need to crank it really hard?"
If we're allowed to do two checks...
Athletics: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21

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Dorgen helps Sindarin and Mrs. Perkins with tinkering with the lever.
Crafting check: 1d20 + 11 ⇒ (8) + 11 = 19
"This thing, to use the professional parlance, is completely borked. Don't think we'll be able to repair that. Maybe I can jury-rig it to make it work temporarily, but it's definitely not a permanent solution."
If indeed a second try is allowed, I'll use Thievery next to fidget with some parts.
Thievery: 1d20 + 10 ⇒ (9) + 10 = 19
Well then. If the DC is 20, I'm gonna be very mad.