
Marysiel |

Mary's attention starts to drift. Months seem to fly by. When she finally snaps out of her daydream, only a few moments have actually passed. She shakes her head to clear the cobwebs. She nods at Arity's question. "Yes. I still think we should clear out these two smaller buildings and maybe the larger one next to them so we have a secure place to spend the night. I really don't like the idea of roughing it outside tonight."

Albrecht Jaeger |

Mary's attention starts to drift. Months seem to fly by. When she finally snaps out of her daydream, only a few moments have actually passed. She shakes her head to clear the cobwebs. She nods at Arity's question. "Yes. I still think we should clear out these two smaller buildings and maybe the larger one next to them so we have a secure place to spend the night. I really don't like the idea of roughing it outside tonight."
"Indeed. That would seem to be the prudent course of action."

Marysiel |

Marysiel follows after Flory and gets to the door of the first building ahead of the witch. "I better make sure the door isn't booby trapped or locked before we go in." She crouches and examines the door and lock for any funny business.
Activity: Search with (Perception +8) - SECRET

Albrecht Jaeger |

Albrecht follows Marysiel and casually looks over her shoulder at the door.
Albrecht has That's Odd and Trap Finder. His perception is +8 and his exploration activity will be search

GM Farol |

Heyah, I assembled all of you, I always knew I would be a great sheapard!
You move towards the small wooden buildings. Marysiel checks on the doors while some of you giggle.
You stand there for a moment listening, expecting for some monstrosity to be inside.
Finally Marisiel opens door and you all expect the attack ... but nothing comes.
These simple sheds hold fishing rods, boxes of tackle, and various tools for cleaning and preserving fish. You check the other small shed holds exactly the same.
All together, the gear in these two sheds make up 10 sets of fishing tackle. Each set can be sold for 4 sp.

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”Huh, this ocean fishing gear should fetch a pretty penny if nothing else.”
”Fine quality indeed; it’s already caught us”, says Flory. ”But much too shabby for so pretty a penny”
She waves her hand with a sweeping motion, and the dust and grime fall away from the equipment.
Casting prestidigitation; clearing the interior as well

Marysiel |

Mary looks around the small wooden buildings and examines the fishing equipment therein. She nods at Arity's comment. "You're probably right. I'm no fishing expert, but someone back in Otari will almost certainly take these off our hands for a few gold. We'll take them back with us when we return." She steps out and looks at the larger building to the west. "These sheds are a little small for us. That larger building is probably the best place to stay the night. Let's go have a look inside." She heads over and checks the door in her usual efficient manner.
Activity: Search with (Perception +8) - SECRET
With his Trap Finder and That's Odd, Albrecht is probably a better choice to check for traps on doors. We could default to having both Mary and Albrecht examining doors before trying to open them.

Albrecht Jaeger |

"A good idea. Let's examine the larger outbuilding right away. It's beginning to get dark."
Albrecht heads over and examines the door.
Perception +8, That's odd and Trap Finder

GM Farol |

Albrecht moves closer with Mary and they check on the door. It is definitely not trapped, the bigger building has a strong smell of smoke and something else.
Albrecht pushes the door open
The door creaks open on battered hinges, releasing a putrid stench. Racks for smoking fish fill most of the dark space within, some still holding scraps of scale and bone. A faint sloshing sound comes from a vile-smelling puddle in the center of the floor. Albrecht see three oozing shapes moving towards the door
We are into combat
Perception, red: 1d20 + 3 ⇒ (5) + 3 = 8
Perception, green: 1d20 + 3 ⇒ (8) + 3 = 11
Perception, blue: 1d20 + 3 ⇒ (2) + 3 = 5
Bonnie Anne, Scout: 1d20 + 5 ⇒ (7) + 5 = 12
Albrecht Jaeger, Search: 1d20 + 9 ⇒ (16) + 9 = 25
Mary, Avoid Notice: 1d20 + 11 ⇒ (5) + 11 = 16
Mylos Knaven, Investigate: 1d20 + 5 ⇒ (7) + 5 = 12
Arity Bell, Search: 1d20 + 5 ⇒ (7) + 5 = 12
Flory Bunzer, Detect Magic: 1d20 + 6 ⇒ (4) + 6 = 10
★★★
Smoking shed Round 1
Terrain: Shed
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Albrecht (26/26 HP)
➤ Mary (24/24 HP)
➤ Bonie (26/26 HP)
➤ Mylos (22/22 HP)
➤ Arity (22/22 HP)
➤ Flory (20/20 HP)
Ooze Red (- HP) │ Occultism to identify
Ooze Green (- HP) │ Occultism to identify
Ooze Blue (- HP) │ Occultism to identify

Marysiel |

Mary can only see one of the oozes from where she's standing. "Not the prettiest of creatures, I have to say. How many of them are in there, Albrecht?" She then whips out her bow and fires a couple of arrows into the ooze she can see.
Action 1 (◆): Quick Draw
- Action: Interact - Take shortbow in hand
- Action: Strike (Shortbow) with Thief Racket and Surprise/Sneak Attack vs Flat-Footed Ooze Green.
Shortbow Attack: 1d20 + 8 ⇒ (20) + 8 = 28 vs Flat-Footed
Shortbow Damage: 1d6 ⇒ 5 piercing damage
Sneak Attack Damage: 1d6 ⇒ 1 precision piercing damage
If a crit, double the previous damage and add
Shortbow Deadly 1d10: 1d10 ⇒ 10 piercing damage
Action 2 (◆): Strike (Shortbow) with Thief Racket and Surprise/Sneak Attack with MAP1 vs Flat-Footed Ooze Green.
Shortbow Attack: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8 vs Flat-Footed
Shortbow Damage: 1d6 ⇒ 6 piercing damage
Sneak Attack Damage: 1d6 ⇒ 3 precision piercing damage
If a crit, double the previous damage and add
Shortbow Deadly 1d10: 1d10 ⇒ 7 piercing damage
Mary considers her next move. "It might be best to draw them out into the open so we can all take a shot at them?" She then moves over to one side to wait for them to emerge.
Action 3 (◆): Stride (30 feet)
The oozes I've run into in the past have universally had immunity to critical hits, so no doubling of the damage. I had trouble finding a rule that talked about the Deadly damage aspect of a crit and whether the creatures are immune to that as well. I suspect they are, but I posted the question on the Rules channel of the Org Play Online discord server to see what the experts think.

Arity Bell |

Arity will run into the room, reaching for her rapier, she will see the creatures are slime puddles and think better of it, she’ll draw her fencing cane.
”Quick, come around, attack here!”
Aid another: 1d20 + 12 ⇒ (17) + 12 = 29
<> Stride
<> Draw
<>All for one
Success, PLEASE If someone attacks the creature they get a +1 and I get panache.

Albrecht Jaeger |

occultism-recall knowledge vs blue: 1d20 + 8 ⇒ (17) + 8 = 25
Albrecht is taken aback by Arity's frontal assault. "Marysiel's plan is not without merit. Perhaps a tactical retreat to a more open area would be prudent."

Marysiel |

Mary positions herself to one side of the door and prepares to send more arrows into the oozes as they come out. From the look of them, she suspects that they move rather more slowly than herself and that ranged attacks are the best way to bring them down with the least amount of danger to themselves.
So she's as surprised as anyone when Arity plunges into the small cabin to face the oozes in person. "Arity, NO! Get out of there! There isn't enough room!" But it's too late. Mary sighs. I hope there's enough of her left to patch up.
Nimble Dodge (↺)
Trigger A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Bonnie Anne |

Bonnie refuses to carry the fishing gear.
Bonnie's previous thoughts on fishing.
Bonnie is so distraught at the idea of her fishing that she neglects her duty to lead the way into the next shed. Upon hearing the cries of her companions, she looks over, and shields herself ◆, enters Arcane Cascade ◆.
If nobody else has identified the creatures, she attempts to identify the creatures ◆ Occultism +3.
If someone has identified the creatures, she draws a weapon (a longsword unless, um, contraindicated) ◆.

Mylos Knaven |

"She can't go in alone!" declares Mylo's, ◆ moving into the building.
Once there, he flame coils around his arm and shoots off in a cone, washing over green and red ◆◆ Burning Hands, Reflex save DC18, Vs Geeen : 2d6 ⇒ (1, 6) = 7
Burning Hands, Reflex save DC18, Vs Red: 2d6 ⇒ (2, 1) = 3

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Flory peers into the cabin, frowning at what she sees. ”Too many nasties”, she muses. ”Maybe they’ll like a different snack”
She raises her hands in the air, as she starts to chant. The spider on her shoulder raises its two front legs the same way. Inside the cabin, a human-sized spider appears to crawl out of the floor in front of Arity. Chittering and clicking, it attacks the nearest ooze with its mandibles.
Casting summon animal (giant centipede, reskinned as a giant spider), placing it between Arity and Red. It attacks Blue twice
Attack 1: 1d20 + 7 ⇒ (6) + 7 = 13
Damage 1: 1d4 - 1 ⇒ (3) - 1 = 2P
Attack 2: 1d20 + 2 ⇒ (3) + 2 = 5
Damage 2: 1d4 - 1 ⇒ (1) - 1 = 0P
Does the venom take effect?

Albrecht Jaeger |

Oops I just realized that I probably shouldn't have rolled that recall knowledge openly. Feel free to re-roll it secretly GM Farol. I'll take my other two reactions once I get the results of the recall knowledge.

GM Farol |

Marysiel quickly pulls out her bow and sends two arrows at the green oozy creature. They both hit, passing through the creature and falling to the ground on the other side. Crit immune -15 first hit -6 send. Green -21
Arity moves in and takes out her weapon, with well-suited words she bolsters Flory's attack. @Arity All for one says that you need to pick and ally. And if you make the very high DC for your lvl (21) you get panache, so you got panache
Bonnie despises fishing, who would want to stand on the shore and catch fish? She wonders. I know that player behind Bonnie do ;) She ignores the equipment to catch Kraken and runs towards the fight.
She protects herself, enters stance and pulls out sword.
Mylos runs in and sends blasting flames at the creatures. I am almost sure that you should damage once for both creature. So 7 dmg
Reflex save, green, DC18: 1d20 + 1 ⇒ (5) + 1 = 6
Reflex save, red, DC18: 1d20 + 1 ⇒ (12) + 1 = 13
Flory summons a giant spider who attacks other Ooze, it hits once . Blue -2, giant centipede venom stage 2, DC14
Fort, DC14: 1d20 + 9 ⇒ (1) + 9 = 10 No immunity or resistance to poison
Occult: 1d20 + 8 ⇒ (18) + 8 = 26
★★★
Smoking shed Round 1
Terrain: Shed
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Albrecht (26/26 HP)
Mary (24/24 HP)
Bonie (26/26 HP) │ Shield
Mylos (22/22 HP)
Arity (22/22 HP) │ panache
Flory (20/20 HP) │ Spider
Ooze Red (-7 HP) │ Occultism to identify
Ooze Green (-35 HP) │ Occultism to identify
Ooze Blue (-2 HP) │ Giant centipede venom stage 2

Albrecht Jaeger |

Albrecht draws his bow and fires.
shortbow vs green: 1d20 + 6 ⇒ (7) + 6 = 13
piercing: 1d6 ⇒ 4
"Sewer oozes! They're very slow. We really should try to draw them outside."

GM Farol |

Albrecht pulls out a bow and sends an arrow. Green -4 but still standing
Red ooze strikes spider
Pseudopod: 1d20 + 9 ⇒ (20) + 9 = 29
damage, a&b: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6
The passive hit takes down the spider in the first hit. Crit -12 and spider is dead.
Then Ooze moves closer to Arity and strikes
Pseudopod@Arity: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5 Miss
damage, a&b: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8
But misses completely.
Blue ooze strikes Arity as well
Pseudopod: 1d20 + 9 ⇒ (17) + 9 = 26 Hit Arity -9
damage, a&b: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9
Pseudopod: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17
damage, a&b: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10
Pseudopod: 1d20 + 9 - 10 ⇒ (2) + 9 - 10 = 1
damage, a&b: 1d4 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6
The first strike hits, making Arity lose her breath, but she is able to dodge the other two.
Green Ooze, barely standing, moves forwards and strikes Mylos
Pseudopod@Mylos: 1d20 + 9 ⇒ (12) + 9 = 21 Hit Mylos -8
damage, a&b: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (6) = 8
Pseudopod@Mylos: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17
damage, a&b: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5
First strike catches Mylos, but the follow up miss.
★★★
Smoking shed Round 2
Terrain: Shed
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Albrecht (26/26 HP)
➤ Mary (24/24 HP)
➤ Bonie (26/26 HP) │ Shield
➤ Mylos (14/22 HP)
➤ Arity (13/22 HP) │ panache
➤ Flory (20/20 HP)
Ooze Red (-7 HP) │ Occultism to identify
Ooze Green (-39 HP) │ Occultism to identify
Ooze Blue (-2 HP) │ Giant centipede venom stage 2

Marysiel |

Mary's second shot hit with a flat-footed 8? These oozes are a little softer than I anticipated, though it seems they're immune to Sneak Attack.
Mary sighs again as Mylos plunges into the cramped cabin after Arity. She quickly revises downwards her earlier estimate of their chances of success in this expedition. "I knew Arity was gung-ho, but there's a difference between being brave and having a death wish. And for a spellcaster, Mylos also seems a little too eager to close with the enemy. I hope I can keep them all alive long enough to clear out this fishery."
Sensing that she has few options left to her, Mary shrugs and follows her colleagues into the cabin. When Mary gets to the door and sees what the situation is inside, she calls out in passing, "Albrecht, see if you can finish off the one you shot at." She cuts right and slips behind the ooze nearest Arity. "Good to see you're still with us Arity. I was getting a little worried there." Whipping out her rapier she then uses it as a skewer to try and burst open the ooze (Red).
Turns out that with Nimble Elf, Mary actually has a 35 foot speed rather than the 30 I've been using until now.
Action 1 (◆): Stride (35 feet)
Action 2 (◆): Quick Draw
- Action: Interact - Take rapier in hand
- Action: Strike (Rapier) with Thief Racket vs Flat-Footed Ooze Red.
Rapier Attack: 1d20 + 8 ⇒ (11) + 8 = 19 vs Flat-Footed
Rapier Damage: 1d6 + 4 ⇒ (6) + 4 = 10 piercing damage
If a crit, add
Rapier Deadly 1d8: 1d8 ⇒ 1 piercing damage
Action 3 (◆): Strike (Rapier) with Thief Racket and MAP1 vs Flat-Footed Ooze Red.
Rapier Attack: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18 vs Flat-Footed
Rapier Damage: 1d6 + 4 ⇒ (4) + 4 = 8 piercing damage
If a crit, add
Rapier Deadly 1d8: 1d8 ⇒ 3 piercing damage

Albrecht Jaeger |

Realizing how clumsy the creatures are Albrecht fires three shots in rapid succession without his usual careful planning.
Start with green and switch to red if green falls
shortbow: 1d20 + 6 ⇒ (16) + 6 = 22
damage-piercing: 1d6 ⇒ 4
deadly?: 1d10 ⇒ 1
shortbow: 1d20 + 6 - 5 ⇒ (18) + 6 - 5 = 19
damage-piercing: 1d6 ⇒ 5
deadly?: 1d10 ⇒ 7
shortbow: 1d20 + 6 - 10 ⇒ (20) + 6 - 10 = 16
damage-piercing: 1d6 ⇒ 1
deadly?: 1d10 ⇒ 8

GM Farol |

@all I changed map by rotating it by 90 deg, and making it a bit bigger. It is more rectangular
Mary runs back into the building and moves behind the other ooze. With a swift move she takes out her rapier and stabs the creature, blade goes in twice and sticky substance spills on her hand, making her want to throw up.
Two crits -11 and -11 Red
Albrecht sends three arrows, each one of them hits the creature. First one strikes green and makes it fall. the other two hit red which also falls.
Crit and kill @Green, Red crit -12 and -1 and kill
★★★
Smoking shed Round 2
Terrain: Shed
Battlemap
──────────
BOLD IS UP!:
──────────
Albrecht (26/26 HP)
Mary (24/24 HP)
➤ Bonie (26/26 HP) │ Shield
➤ Mylos (14/22 HP)
➤ Arity (13/22 HP) │ panache
➤ Flory (20/20 HP)
Ooze Blue (-2 HP) │ Giant centipede venom stage 2

Arity Bell |

@GM Yup, that's why I have expertise in diplomacy through Marshall dedication and Cooperative nature (all for one counts as Aid Another!) so I can get those high DCs as much as possible.
<>Attack
<>Attack
<>Step
attack blue 1: 1d20 + 8 ⇒ (17) + 8 = 25
damage if hit: 1d6 + 2 ⇒ (2) + 2 = 4Bludgeoning
+2 precision damage if they can be precision damaged
Attack Blue 2: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
damage if hit: 1d6 + 2 ⇒ (5) + 2 = 7
+2 precision damage if they can be precision damaged

Mylos Knaven |

Mylos ◆ steps forwards, summoning dark energy into his hand with a slightly ominous-sounding incantation. He casts ◆◆ Chill Touch, DC18 Fort Save, negative damage: 1d4 + 4 ⇒ (3) + 4 = 7

Bonnie Anne |

Bonnie, realizing that nobody's letting the oozes come out to fight outside, decides she doesn't want to be left out. She charges in ◆◆ and slashes the ooze ◆.
Longsword: 1d20 + 8 ⇒ (2) + 8 = 10
Slashing: 1d8 + 4 ⇒ (1) + 4 = 5

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Flory tilts her head quizzically at the battle. ”Too many invitations to the ball, your Ladyship”, she says.
She approaches the crowded doorway, and sees Arity at the back of the room. ”The quadrille has gotten out of hand”, she adds. As she makes sewing motions in the air, Arity’s wound starts to close.
Stride, Casting heal (2-action)
Heal: 1d8 + 8 ⇒ (3) + 8 = 11

GM Farol |

Arita strikes with her rapier twice, leaving bigger wounds than expected.
Deadly: 2d10 ⇒ (2, 9) = 11 Green two crits -22; since this is rapier I imagine piercing dmg and not bludgoning ;)
Mylos steps and touches the ooze, the disgusting feel of the substance spills on Mylos fingers, but his magic seems effective.
Fort save, DC18: 1d20 + 9 ⇒ (6) + 9 = 15 Fail -7
Bonnie charges in and strikes the creature taking it down.
I will let Flory preserve the spell if she wishes.
We are out of combat.
You go outside to catch a bit of fresh air. After a moment you look inside but there are no valuables there.
What is your healing strategy, please RP and decide what next ;)
Wounded status:
Mylos (14/22 HP)
Arity (13/22 HP)

Marysiel |

Mary wipes the goo off her rapier and puts her weapons away after stepping outside with the rest. "That went a better than I expected, but I still think we should have waited for them outside." She pointedly directs this last comment at Arity and Mylos.
She does a cursory looking over of their wounds. "Nothing too serious. Let's patch you both up before we run into any more trouble." Mary then breaks out her healer's tools and gets to work.
How are we doing for time after the healing takes place? How much time do we have before nightfall? The plan was to spend the night in this smoking shed before exploring the rest of the camp. Can the shed be made fit for human habitation once the ooze remains are removed?

Mylos Knaven |

"Thanks Mary." Mylos happily accepts the aid.
"I just got the urge to charge in and help. You know, be heroic. Some of my magic works best up close." He looks a little sheepish.

Arity Bell |
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Arita strikes with her rapier twice, leaving bigger wounds than expected.
[dice=Deadly]2d10 Green two crits -22; since this is rapier I imagine piercing dmg and not bludgoning ;)
Arity will run into the room, reaching for her rapier, she will see the creatures are slime puddles and think better of it, she’ll draw her fencing cane.
Sorry, but no deadly on the probing cane she actually used. I specifically picked it up after having fought black puddings and ochre jelly’s on other characters and deciding I needed a finesse bludgeoning weapon. Also, I forgot this character doesn’t even have a rapier, she uses a short sword so she has access to piercing/slashing/bludgeoning

Bonnie Anne |

Bonnie pokes at the remains of the oozes with her sword, flicking a piece at Mary.
"Ew. Reminds me of that time that Robin put a jellyfish in my pillow."
As others tend to the wounds, Bonnie scrapes the remains of the oozes out and sets up some bedrolls to make the shed a little more homey.

Marysiel |

Mary easily dodges the piece of goo that Bonnie flicks her way. "Hey! Watch it! That stuff's reeks and is almost certainly toxic. I definitely wouldn't touch it with my bare skin." Mary looks around the cabin. She doesn't like what she sees. "I think I'd rather take my chances sleeping outside than in here tonight. The place stinks of rotting fish and soon to be rotting oozes and no way to air it out." She turns and goes outside.
She glances over to the two smaller sheds they'd examined earlier. "If we split up, three of us could sleep in each of the small equipment sheds. It'll be a little crowded, but doable." She then turns to the larger building to the (now) west. "Or we could go up those steps and open the door to see if we can find something more comfortable inside. We still have some time before dark." Mary goes up to the door and beckons Albrecht over so they can give it a thorough looking over.
Activity: Search with (Perception +8) - SECRET

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Thanks, but I’ll let the healing on Arity stand
Flory continues cleaning up one of the sheds. She casts an eye on Mary. ”Could be good hunting in there”, she says, ”but for who is the question”

GM Farol |

Flory heals Arity with a spell, while Mylos is patched by Albrecht.
At the same time, Bonnie cleans the smoking shack, every now and then throwing oozy slimes at others.
Mary looks around for better places to stay and considers opening the doors.
Healing took 10 minutes, the rest of you in that time was able to roughly clean the smocking shack.
Could each one of you specify what they want to do (I will count votes and we will go with majority):
- Sleep in a smocking shack
- Sleep in two fishing shacks (without Oozes)
- Go explore the building
If you vote for sleeping specify if you keep watch through the night, or just fall on the ground like babies;)

Marysiel |

Mary gets the feeling that the other ladies would rather get their beauty sleep than press on into the main building tonight. "Okay. Why don't we call it a day and see if we can get a good night's rest in the two smaller shacks. It's probably a good idea to keep a watch outside in case some of the local wildlife decide to visit. If we each take a 90-minute watch, we should all be fully rested by morning. How does that sound?"

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"Thanks for the healing spell Flory . . . those things surprisingly hurt."
”Nasties do nasty things”, Flory replies, ”but you paid them back with interest, good lady knight”. She curtseys with a grin.

Bonnie Anne |

Bonnie thinks it might be easier for one person to keep watch over one shack rather than two, but she's definitely down for resting. It's been a long day, and between the fighting and her secretly taking sips out of her hip flask, she's exhausted.
Just an OOC reminder that Bonnie counts as a spellcaster so she'll need her rest as well.