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With battle upon them, Aurika decides to not mess around. She quickly conjures three glowing darts of force, points at the nearby foe, and shouts, "Magic Missile!"
Magic Missile vs 3: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8
3-action Magic Missile

GM Kwinten |

Three magical darts of force slam into the eel-thing, undeterred by the water.
Gonna bot Zourn for now.
Zourn readies his shield arm with the spikes on it, then bashes it against the foe grappling him.
Slam attack: 1d20 + 6 ⇒ (1) + 6 = 7
He grits his teeth and tries again.
Slam attack: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17
His second attack is better than the first, but the eel still manages to dodge out of the way. He then raises his shield in preparation for more attacks.
Lobster-thing #1 then swims forward and tries to pinch Karamjeet.
Claw attack: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
It misses completely and it then darts out of the way again, making room for its buddy. Number 2 does the same thing.
Claw attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Slashing damage: 1d6 + 1 ⇒ (6) + 1 = 7
The thing's pincer closes around Karamjeet's fingers and he also feels venom being injected into his bloodstream. You're also Grabbed. Please make me a Fortitude save.
Nic
Lobster-thing #3 8 damage
Aurika
Zourn 6 damage, Fortitude save, Grabbed
Lobster-thing #1
Lobster-thing #2
Ingmar
Karamjeet 7 damage, Fortitude save, Grabbed
Ingmar, Karamjeet, and Nic may act!

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I guess I'm just as flatfooted as before now that I'm grabbed...
Fort Save: 1d20 + 8 ⇒ (4) + 8 = 12 Crap...
Karamjeet swings his fauchard into action as the group gets swarmed by the creatures. He swings his blade a couple of times into the one attacking him.
Fauchard Power Attack on 2: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14 Dmg S: 2d8 + 4 ⇒ (5, 7) + 4 = 16 Deadly Dmg S: 1d8 ⇒ 1
Second Fauchard Attack on 2: 1d20 + 9 - 2 - 5 ⇒ (18) + 9 - 2 - 5 = 20 Dmg S: 1d8 + 4 ⇒ (5) + 4 = 9 Deadly Dmg S: 1d8 ⇒ 6

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Nic sends three arrows at the far eel-thing.
Arrow #1: 1d20 + 7 ⇒ (3) + 7 = 10
Arrow #2: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22
Arrow #3: 1d20 + 7 - 10 ⇒ (17) + 7 - 10 = 14
Arrow #2 damage, including crit: 2d6 ⇒ (1, 2) = 3

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"Well, I will just have to electrocute the wee beasties."
electric arc vs #2 & #3 DC18 reflex: 1d4 + 4 ⇒ (1) + 4 = 5
He then raises his shield.

GM Kwinten |

Karamjeet fails to resist the poison and takes 1d6 ⇒ 6 poison damage. He slashes through the water in retaliation, the first attack encountering more resistance than he's used to, but compensates for the second attack.
Karamjeet, you're now Enfeebled 1 due to the poison.
Nic shoots three arrows, the second one striking a vital part of the enemy. You forgot the Deadly trait! 1d10 ⇒ 10
Ingmar shoots electricity through the water. #2 is too busy chomping on Karamjeet and fails to resist it altogether, #3 dodges out of the way, but still gets somewhat singed.
Reflex #2: 1d20 + 9 ⇒ (1) + 9 = 10
Reflex #3: 1d20 + 9 ⇒ (17) + 9 = 26
Lobster-thing #2 gets fatally electrocuted, but in a final spurt of energy, it thrashes wildly and pinches at Karamjeet one final time!
Claw attack: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Luckily it doesn't connect. Karamjeet is no longer Grabbed!
Lobster #3 has found purchase on Zourn's hand and happily continues crushing its prey.
Constrict: 1d6 ⇒ 5
Constrict: 1d6 ⇒ 5
Constrict: 1d6 ⇒ 1
Zourn may make a basic Fortitude save to resist each constriction attempt. So 3 saves in total.
Afterwards, it releases its hold on Zourn.
Nic
Lobster-thing #3 10 damage
Aurika
Zourn 6 damage, Fortitude save versus poison (and another one if you fail the first for the second round), three Fortitude saves versus Constrict
Lobster-thing #1 13 damage
Ingmar
Karamjeet 13 damage, poison stage 1, Enfeebled 1
Aurika and Zourn may act!

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Aurika takes a page from Ingmar's book, hurling her own magical electricity. She shouts, "Electric Arc!"
Electric Arc vs 1/3, DC 18 Reflex: 1d4 + 4 ⇒ (4) + 4 = 8
She then takes a second to study these things, sharing any battle-specific insights.
Electric Arc, Recall Knowledge. Arcana/Crafting/Society are +8 (T), Occultism is +4(U), Nature/Religion is +1 (U)

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As the lobster thing releases him, Karamjeet feels the poison course through his veins.
Sutra 654 - The body achieves what the mind believes. Karamjeet, you must focus beyond the pain to achieve victory.
Karamjeet sets aside the pain and weakness in his body and continues to fight for his fellow Pathfinders. He takes a mighty swing at the creature still attacking Zourn.
Fauchard Power Attack: 1d20 + 9 - 2 - 1 ⇒ (2) + 9 - 2 - 1 = 8
Dmg S: 2d8 + 4 ⇒ (2, 1) + 4 = 7
Deadly Dmg S: 1d8 ⇒ 6
The poison burns as Karamjeet attacks and his blow cannot even overcome the inertia of the water. With strong resolve, Karamjeet attempts a second slice.
Fauchard Attack: 1d20 + 9 - 2 - 1 - 5 ⇒ (8) + 9 - 2 - 1 - 5 = 9
Dmg S: 1d8 + 4 ⇒ (3) + 4 = 7
Deadly Dmg S: 1d8 ⇒ 3
Forgive me, Irori. My body fails me even though my mind is strong...

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Electric Arc, Recall Knowledge. Arcana/Crafting/Society are +8 (T), Occultism is +4(U), Nature/Religion is +1 (U)
GM K said it was an Occultism check to Recall Knowledge about these.

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Aurika wrote:Electric Arc, Recall Knowledge. Arcana/Crafting/Society are +8 (T), Occultism is +4(U), Nature/Religion is +1 (U)GM K said it was an Occultism check to Recall Knowledge about these.
Fair enough. It's a secret roll to ID them though, thus why I provided the modifier

GM Kwinten |

Huh, I thought Recall Knowledge was trained only, but apparently it's not.
Aurika tries identify the remaining two lobster-monstrosities, then sends deadly electricity coursing through the water. She thinks these are lobster-eels. Their name isn't as catchy as the famous owlbear, but it's the same principle: someone managed to interbreed these two into a terrifying new creature. You think their poison can eventually paralyse people. Luckily you can all breathe underwater, but otherwise you'd lose the strength to swim and suffocate if these things catch you unawares.
Reflex #1: 1d20 + 9 ⇒ (5) + 9 = 14
Reflex #3: 1d20 + 9 ⇒ (13) + 9 = 22
Number 1 gets fried and makes some final thrashing attacks as it dies, but nobody is nearby to get injured by it. The other one dodges away for the worst of it, but still gets somewhat scorched.
Nic
Lobster-thing #3 14 damage
Aurika
Zourn 6 damage, Fortitude save versus poison (and another one if you fail the first for the second round), three Fortitude saves versus Constrict
Ingmar
Karamjeet 13 damage, poison stage 1, Enfeebled 1
Since Number 1 fell out of initiative, Zourn, Ingmar, Karamjeet and Nic may act!
Karamjeet, make me a second save as the poison continues to course through your veins.
(Yes, you technically already rolled your attacks, but it wasn't your turn yet, so try again. :P)

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Sorry, I misread the earlier post.
Fort Save: 1d20 + 8 ⇒ (7) + 8 = 15
This battle feels like déjà vu...
Karamjeet sets aside the pain and weakness in his body and continues to fight for his fellow Pathfinders. He takes a mighty swing at the creature still attacking Zourn.
Fauchard Power Attack: 1d20 + 9 - 2 - 1 ⇒ (5) + 9 - 2 - 1 = 11
Dmg S: 2d8 + 4 ⇒ (2, 2) + 4 = 8
Deadly Dmg S: 1d8 ⇒ 6
The poison burns as Karamjeet attacks and his blow cannot even overcome the inertia of the water. With strong resolve, Karamjeet attempts a second slice.
Fauchard: 1d20 + 9 - 2 - 1 - 5 ⇒ (19) + 9 - 2 - 1 - 5 = 20
Dmg S: 1d8 + 4 ⇒ (3) + 4 = 7
Deadly Dmg S: 1d8 ⇒ 2

GM Kwinten |

Karamjeet continues slashing through the water, but the poison weakens him enough to miss the remaining enemy. You failed your Fort save, so you end up Enfeebled 2. :(
Nic
Lobster-thing #3 14 damage
Aurika
Zourn 6 damage, Fortitude save versus poison (and another one if you fail the first for the second round), three Fortitude saves versus Constrict
Ingmar
Karamjeet 13 damage, poison stage 2, Enfeebled 2 (second round of poison)
Nic, Zourn and Ingmar may act!

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Nic drops a little more, flailing badly at first and then recovering. Then he takes a shot at the last eel-thing.
Athletics check, T: 1d20 + 3 ⇒ (1) + 3 = 4
Wow, good thing I don't have to worry about holding my breath! Let's try that again.
Athletics check to swim, T: 1d20 + 3 ⇒ (17) + 3 = 20
Arrow to eel: 1d20 + 7 ⇒ (11) + 7 = 18
Damage, if applicable: 1d6 ⇒ 4

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"Ain't no time to get tricksy!"
Ingmar just casts electric arc again.
electricity DC18 basic reflex: 1d4 + 4 ⇒ (1) + 4 = 5
He then raises his shield.

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Fortitude vs. Poison: 1d20 + 7 ⇒ (13) + 7 = 20
Fortitude vs. Constrict: 1d20 + 7 ⇒ (9) + 7 = 16
Fortitude vs. Constrict: 1d20 + 7 ⇒ (14) + 7 = 21
Fortitude vs. Constrict: 1d20 + 7 ⇒ (19) + 7 = 26
Idk if those make it, I will act depending on what that all ends up being.

GM Kwinten |

Nic swims to a more advantageous position, but his aim with his bow remains underwhelming and misses.
Ingmar zaps more electricity and chars the thing some more, but it remains swimming.
Reflex vs Electric Arc: 1d20 + 9 ⇒ (11) + 9 = 20
Poor Zourn luckily resists the poison and gets squeezed a lot. He is unable to resist the first constrict, but manages to brace himself against the next two attempts. He's looking pretty bruised, but all in all, it could've been much worse.
Nic
Lobster-thing #3 16 damage
Aurika
Zourn 14 damage
Ingmar
Karamjeet 13 damage, poison stage 2, Enfeebled 2 (second round of poison)
Zourn may act! Please do one more damage so it dies. :P I'm not calling it yet, because things could still turn ugly.

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"If ya don't get your coils off of me this minute. AGH!" Zourn roars, getting frustrated by the water and monster alike.
Shield Bash: 1d20 + 6 ⇒ (7) + 6 = 13
Piercing Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Clearly, the time called for something more effective. His frustrations began to emanate as the water around him began to chill enough to start causing frost bite.
Energy Emanation (2 Actions).
Cold Damage: 1d6 ⇒ 3 Basic Reflex Save, DC 15.

GM Kwinten |

Zourn bashes through the water, but the water resistance is too high to properly injure the eel-thing. He decides to emit a burst of frost instead, and manages to freeze the thing to death.
Reflex save: 1d20 + 9 ⇒ (9) + 9 = 18
But, in a final act of revenge, the creature lashes out once more, trying to take Zourn to the grave with him.
Claw vs Zourn: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
Slashing damage: 1d6 + 1 ⇒ (5) + 1 = 6
It manages to injure Zourn pretty badly, and pumps him full of venom once more.
I'm going to call combat. Technically there's two poisons ticking, but I trust you'll take care of that before people drop dead.
You retreat back out of the water to patch yourselves up and go back down once more to explore the rest of the Sunken Halls.
Water lapping on stone is the loudest sound at the surface of the water in this chamber, marking its isolation from the rest of the Pallid Peak. The stone in the room’s center has broken away, and the water continues down into darkness. To the north, a wide hallway rises above the water’s edge. To the east, barricades of bone and rocks block two entrances to another chamber beyond. A shaft in the ground goes further down, its bottom out of sight of the bioluminescent algae or the party's darkvision.
There's a hallway to the north, barricades to the east, and a big dark hole in the room you're in right now. What do you do?

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Aurika nods to Nic, ready to sneak around the shaft in the ground.

GM Numbat |

A crowd of drenched Pathfinders is pleased to report that the Sunken Halls is cleared!
A courier arrives bearing a message: “All agents are to report back to base camp.”
Once the remaining teams have returned to camp, Venture-Captain Luna Aldred calls the Pathfinders together, “With everyone’s work, we’ve uncovered two new areas in the ruins. One follows an old caravan route through the mountain, while the other goes through an abandoned temple. Choose whichever route you prefer, but keep your eyes peeled, as we’re getting closer to Raseri Kanton. However, the Aspis Consortium is closing in. We’ll return to the ruins tomorrow and beat those snakes to the city. Rest up tonight and prepare for a long day tomorrow.”
Table GMs, begin Act 2.

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"Both sound dry enough. Caravan is fine with me" Zourn says still squeezing water out of his clothes and nursing some ugly scars from the last battle. He sighs and hefts up his gear to get going.

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"Sure. Not really sure it matters much."

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"don't much matter to me.

GM Kwinten |

You decide to explore the old caravan route and you enter a low cave.
Something has drained the color and lichen from the stone here, leaving it smooth to the touch. Finely crumbled mineral deposits cover this room with dust. With the sizable amount left undisturbed, it’s clear that this area has been abandoned for years.
As you look around the oddly monochrome room, you hear several splatting noises, and three blobs of living goop fall from the ceiling, instinctively homing in on new prey.
Karamjeet's Initiative Using Scout: 1d20 + 9 ⇒ (6) + 9 = 15
Nic Blackwillow's Initiative Using Avoid Notice (w/Trap Spotter): 1d20 + 8 ⇒ (13) + 8 = 21
Aurika's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (17) + 8 = 25
Ingmar's Initiative Using Search: 1d20 + 9 ⇒ (10) + 9 = 19
Zourn's Initiative Using Defend: 1d20 + 5 ⇒ (7) + 5 = 12
Blob #1: 1d20 + 4 ⇒ (16) + 4 = 20
Blob #2: 1d20 + 4 ⇒ (3) + 4 = 7
Blob #3: 1d20 + 4 ⇒ (17) + 4 = 21
Aurika
Blob #3
Nic
Blob #1
Ingmar
Karamjeet
Zourn
Blob #2
Aurika may act!
These are an Occultism check to identify.

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Not liking what she's seeing, Aurika takes several seconds to weave illusion magic. Immediately appearing near the blobs is broken glass, jagged rocks, and glass marbles that make the area difficult to navigate.
2-action Warped Terrain. Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion. DC 18. Area marked on the map
"Let them come to us if you can," Aurika says, moving back to give others some space.

GM Kwinten |

Aurika casts an illusion of hazardous terrain and then moves back.
One of the blobs then schlorps forward very slowly, but apparently unbothered by the hindrances Aurika conjured up. Only after that does Aurika notice these things don't have eyes and are probably immune to visual illusions.
The blob reaches Zourn and a gelatinous tentdril tries to slap and grab hold of him.
Pseudopod strike: 1d20 + 8 ⇒ (10) + 8 = 18
Luckily, Zourn's shield is in the way and Zourn comes away unharmed, if somewhat slimy.
Aurika
Blob #3
Nic
Blob #1
Ingmar
Karamjeet
Zourn
Blob #2
Nic may act!

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Nic sheathes his rapier, readies his bow, and shoots at the second ooze. His arrow is on target.
Arrow attack: 1d20 + 7 ⇒ (20) + 7 = 27
Arrow damage, P: 1d6 ⇒ 6
Crit damage, if applicable, including deadly: 1d6 + 1d10 ⇒ (5) + (6) = 11
Sneak attack damage, if applicable: 1d6 ⇒ 1

GM Kwinten |

Blob #2 doesn't even try to dodge out of the way of Nic's arrow. Looks like hitting it won't be a problem, but despite being on target, Nic feels like his arrows aren't doing as much damage as he'd hoped.
Neither the crit damage nor the sneak attack seem to have any effect.
The blob in the middle also slowly makes its way forward, also slapping at Zourn.
Pseudopod attack: 1d20 + 8 ⇒ (20) + 8 = 28
Acid damage: 1d6 ⇒ 3
Zourn thought he was safe from the first blob, but the second one catches him off guard.
Aurika
Blob #3
Nic
Blob #1
Ingmar
Karamjeet
Zourn 6 damage
Blob #2 6 damage
Ingmar, Karamjeet, and Zourn may act!

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Ingmar sighs, and does the thing.
electric arc, DC18 reflex, vs #2 & #1: 1d4 + 4 ⇒ (3) + 4 = 7
He then draws his pistol.

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When the strike breaks through, Zourn shelters behind his shield letting it take the brunt of the damage. Shield Block absorbs the 3 damage.
"Agh, what are these things?"
Zourn lets out a small retch but steels himself for battle, preparing his shield in front of him. 1: Raise Shield (AC 20).
Using the raised shield, he attempts to smash away the first of the slimes. 2: Strike.
Shield Bash: 1d20 + 6 ⇒ (12) + 6 = 18
Piercing Damage: 1d6 + 3 ⇒ (5) + 3 = 8
He then steps further into the room to allow the group to move up. 3: Step.

GM Kwinten |

Zourn, since you haven't acted yet, you don't have a reaction available to use Shield Block. See the conversation about that in the Discussion tab earlier.
Ingmar zaps two of the blobs with electricity.
Reflex 1: 1d20 + 3 ⇒ (1) + 3 = 4
Reflex 2: 1d20 + 3 ⇒ (6) + 3 = 9
One of them doesn't dodge at all, the other feels it coming but still can't evade it.
Zourn slaps at the blobs of goo and finds them surprisingly easy to hit.
Karamjeet uses his superior reach to slash through the goop twice.
Fauchard Power Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Dmg S: 2d8 + 4 ⇒ (1, 3) + 4 = 8
Fauchard: 1d20 + 9 - 10 ⇒ (1) + 9 - 10 = 0
Dmg S: 1d8 + 4 ⇒ (1) + 4 = 5
blob #1 has taken quite a beating, but there's still fight in it. It looks pretty tired though, somehow. Definitely lost over half its hit points by now, but it's hard to judge exactly.
The final blob finally moves forward and gloops through the shards of glass without any issues. It strikes at Zourn twice.
Pseudopod: 1d20 + 8 ⇒ (8) + 8 = 16
Pseudopod: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
Acid damage: 1d6 ⇒ 6
You can Shield Block this one, if you want.
Aurika
Blob #3
Nic
Blob #1 30 damage
Ingmar
Karamjeet
Zourn 12 damage, minus potential Shield Block
Blob #2 13 damage
Aurika may act!

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Like Ingmar, Aurika hurls lightning at two of blobs. "Electric Arc!"
Electric Arc vs 1+2, DC 18 Reflex: 1d4 + 4 ⇒ (3) + 4 = 7
"Hang in there Zourn," she says before conjuring a second spell and shouting, "Shield!"
Cast Electric Arc, Shield

GM Kwinten |

Aurika casts more electricity into the blobs.
Reflex #1: 1d20 + 3 ⇒ (13) + 3 = 16
Reflex #2: 1d20 + 3 ⇒ (7) + 3 = 10
Blob #1 looks like it's nearly at the end of its lifespan. One or two good hits should do it.
Blob #3 starts slapping Zourn around.
Pseudopod attack: 1d20 + 8 ⇒ (13) + 8 = 21
Acid damage: 1d6 ⇒ 1
After the attack hits, the pseudopod wraps itself around Zourn and tries to squeeze the life out of him.
Constrict damage: 2d4 ⇒ (4, 4) = 8 First d4 is bludgeoning, second d4 is acid.
Zourn, please make a basic DC 17 Fortitude save versus Constrict.
Aurika
Blob #3
Nic
Blob #1 37 damage
Ingmar
Karamjeet
Zourn 13 damage, minus potential Shield Block, DC 17 basic Fortitude save for 8 damage.
Blob #2 20 damage
Nic may act!
Battlemap.

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Nic takes a short step to put him beside the druid, then tries to finish off the most seriously wounded blob.
Arrow to #1: 1d20 + 7 ⇒ (11) + 7 = 18
Arrow to #1 (or #3 if the first arrow killed #1): 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
First arrow damage: 1d6 ⇒ 2
Second arrow damage, if applicable: 1d6 ⇒ 1

GM Kwinten |

Oops, I missed something. Zourn's slashing attack seems to be extra effective against these things. Blob takes some extra damage.
Nic fires two arrows at the heavily injured blob. The second arrow deals just enough damage to cause it to burst apart like a bubble and is no more.
As you can see, these things have terrible AC and a weakness to slashing damage. Multiple strikes might be more effective than a single big attack.
Aurika
Blob #3
Nic
Ingmar
Karamjeet
Zourn 13 damage, minus potential Shield Block, DC 17 basic Fortitude save for 8 damage.
Blob #2 20 damage
Ingmar, Karamjeet, and Zourn may act!

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Zourn pops his shield up for the hit, but both him and the shield strain under the strike. Shield and Zourn take only 1 damage from the 6 hit. Also these dang dice.
Fortitude: 1d20 + 7 ⇒ (5) + 7 = 12
Zourn pops his shield back into place again as the attacks continue. 1: Raise Shield (AC 20).
Using the raised shield, he attempts the slime that has been focused on. 2: Strike at #1 or #2, if dead.
Shield Bash: 1d20 + 6 ⇒ (18) + 6 = 24
Piercing Damage: 1d6 + 3 ⇒ (4) + 3 = 7
He then channels some healing energy through his wounds to keep him going. 3: Lay on Hands +6HP.

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Ingmar unloads his pistol on blob #2.
+1 Clan Pistol: 1d20 + 8 ⇒ (2) + 8 = 10
Concussive (P or B), Magic: 1d6 ⇒ 6 | fatal: 1d10 ⇒ 81d10 ⇒ 2
He then casts the same spell again, more electic arc.
If #2 has dropped, he goes against 1&3
electric arc vs 1&2 reflex DC18: 1d4 + 4 ⇒ (1) + 4 = 5

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Seeing the effectiveness of his weapon, Karamjeet beings swinging his fauchard as quickly as he can at #3.
Fauchard Attack 1: 1d20 + 9 ⇒ (18) + 9 = 27
Dmg S: 1d8 + 4 ⇒ (8) + 4 = 12
Deadly Dmg S: 1d8 ⇒ 3
Fauchard Attack 2: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20
Dmg S: 1d8 + 4 ⇒ (4) + 4 = 8
Deadly Dmg S: 1d8 ⇒ 3
Fauchard Attack 3: 1d20 + 9 - 10 ⇒ (15) + 9 - 10 = 14
Dmg S: 1d8 + 4 ⇒ (2) + 4 = 6
Deadly Dmg S: 1d8 ⇒ 7
If the earlier attacks kill #3, Karamjeet will step 5' to the south to get in range to attack #2.

GM Kwinten |

Zourn doesn't manage to resist the squeeze, but his shield does block a significant portion of the attack. He then strikes back and heals himself.
Let's see if I got this right: you were at 6, got hit for 6 more. You block that, so that's a total of 7. Then one more hit for 1, and 8 from the constrict. That's 16 damage, minus Lay on Hands, for 10 damage. Is that correct?
Ingmar keeps zapping the blobs with electricity.
Reflex #2: 1d20 + 3 ⇒ (15) + 3 = 18
Reflex #3: 1d20 + 3 ⇒ (8) + 3 = 11
Blob #2 somehow manages to evade the worst of it, but blob #3 is shaking with electricity.
Karamjeet slashes three times at the blob in front of him and all three slashes connect, for a lot of damage. With the final strike, Blob #3 pops and is no more. Just barely, you've got Ingmar to thank for that final bit of damage.
The final remaining blob does not care about its fallen brethren, and continues to slap the life out of Zourn.
Pseudopod attack: 1d20 + 8 ⇒ (3) + 8 = 11
Pseudopod attack: 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 9
Pseudopod attack: 1d20 + 8 - 5 - 5 ⇒ (19) + 8 - 5 - 5 = 17
The pseudopod can't get a grip on Zourn anymore and is unharmed.
Aurika
Nic
Ingmar
Karamjeet
Zourn 10 damage
Blob #2 29 damage
Everyone may act!

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Not sure of what is on the floor where the blobs have been killed, Karamjeet repositions himself to attack the remaining blob and then attacks it with a series of slashes.
Fauchard Attack 1: 1d20 + 9 ⇒ (17) + 9 = 26
Dmg S: 1d8 + 4 ⇒ (8) + 4 = 12
Deadly Dmg S: 1d8 ⇒ 8
Fauchard Attack 2: 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21
Dmg S: 1d8 + 4 ⇒ (3) + 4 = 7
Deadly Dmg S: 1d8 ⇒ 5
Move, Strike, Strike
I humble myself before you, Paizo RNG gods. I know not what sacrifices I have made for you to grant me your favor, but I beseech you to continue to bestow your benevolence upon me.

GM Kwinten |

The final blob dissolves after Karamjeet's first swing. The room seems safe now. After patching Zourn up, you continue.
The room to the north terminates in a dead end. The temperature takes an immediate drop in this chamber, casting a chill on any exposed flesh. Strange fuzz covers rocky surfaces. Lumps covered in this strange layer rise from the floor, each about the size of an adventurer’s pack.
Nic's trap sense goes off, and after a quick inspection, the strange fuzz turns out be brown mold, a heat-absorbing fungus that saps body heat at a frightening pace. Getting rid of it would require a Survival check, or the application of cold damage to starve the mold of food.
Several castings of Ray of Frost would automatically get rid of it.
If you want to ignore this room, just say so, and we'll move on to the east.

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"I got this!" claims Ingmar, as he starts casting cantrip after cantrip to freeze the stuff. "What'cha all lookin' at me fer like that? I ain't that kinda druid."

GM Kwinten |

After a few minutes of casting, the room is mold-free. Most of the backpacks and their contents have dissolved into nothingness, but two Lesser Frost Vials have survived the mold.
Is anyone taking them? Please say so if you claim one.

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"Karamjeet and Zourn, you are both trained in their use. You should each grab one."

GM Kwinten |

Feel free to redistribute if people don't want them.
You push on. To the south is a fork that quickly leads to a dead end, so you move north.
Webs coat half of this chamber in thick layers that obscure the rock underneath.
As you enter the room, the light hits countless beady little eyes and hundreds of rats suddenly surge from their hiding places, ravenous to protect their living space and hungry for fresh food.
Karamjeet's Initiative Using Scout: 1d20 + 9 ⇒ (4) + 9 = 13
Nic Blackwillow's Initiative Using Avoid Notice (w/Trap Spotter): 1d20 + 8 ⇒ (16) + 8 = 24
Aurika's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (20) + 8 = 28
Ingmar's Initiative Using Search: 1d20 + 9 ⇒ (11) + 9 = 20
Zourn's Initiative Using Defend: 1d20 + 5 ⇒ (20) + 5 = 25
Rat swarm 1: 1d20 + 5 ⇒ (14) + 5 = 19
Rat swarm 2: 1d20 + 5 ⇒ (6) + 5 = 11
Big rat 1: 1d20 + 5 ⇒ (16) + 5 = 21
Big rat 2: 1d20 + 5 ⇒ (17) + 5 = 22
Aurika
Zourn
Nic
Big rat 2
Big rat 1
Ingmar
Rat swarm 1
Karamjeet
Rat swarm 2
Aurika, Zourn, and Nic may act!