
GM Roll4initiative |

Drukpa confidently strides up to the three niches in the wall and, without a care in the world, places two of the stones in two slots while his companions look on, somewhat dumbfounded.
With the crackling din of the negative energy beam filling the room, the group braces themselves as they glance about, wondering what will happen...
Suddenly, the stones are spit out of the slots and fall to the ground.

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Igor smiles and is not all surprised by the results of Drukpa's action.
"Drukpa, perhaps you could hold on to the two stones for now and when we find the last one you can put them all in the holes in the wall. Alright?"

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Drukpa obligingly takes the two stones back. "Ye'll let me know, I hope? I never got past two in me countin' lessons."

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If Eka had an eyebrow, she'd raise it. Never got past two? Surely he's joking. Still, she's mostly relieved that there was no lethal punishment for what Drupka did (unlike the punishment she received during the first skirmish when she foolishly waltzed right up to that statue and promptly got KO'd). "Sure. Let'ss go back to the firsst room."

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Igor nods at Eka.
"Right, it is time to head back."

GM Roll4initiative |

The group winds their way back to the entry chamber, moving slowly in case they run into any trouble or wandering creatures.
Back at the entry chamber, the group gets ready at the eastern passage. An acidic odor wafts from the passage.
Tiny Pebble alerts Igor and tells him that there are 3 medium sized creatures about 30-40 feet ahead near a circular stone structure. Their very faint vibrations with the ground are strange... T.P. can only describe their movement as "wiggling" and they do not seem to be moving about.

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Armed with this information, Drukpa will cast Shield on himself (4 minutes duration) before the group enters the area with the 3 creatures.

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@GM Roll4initiative - Another time check please. A lot of our characters' carriages are going to turn into pumpkins at the 1 hour mark. :)

GM Roll4initiative |

It's 1:00 pm.
Healing & resting, Spending time looking at things in the negative energy room, making your way back slowly to the caryatid column room, keeping on the lookout for wandering monsters, and possibly searching areas you haven't before, etc...

GM Roll4initiative |

huh...i thought i posted yesterday..will be back to make a detailed post shortly
Paizo was down for a bit. Then back up, then down, and finally back up. I had posts eaten in other games. It's always a good thing to check your post later, but before the window to edit is gone (about 1 hour).

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Eka nods as Igor relays the information about the creatures. "Tell Tiny Pebble 'Thankss for the warning.' Perhapss he could ssneak in through the sstone peek at them, then report back sso we can know more?" Her earlier brush with death might actually be giving her cause to pause.

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Igor casts twin spells from a pair of scrolls. Mage Armor on Tiny Pebble and Heightened Awareness for himself.
"I will keep a pair of eyes out for our foes. I think they might be snake creatures from Tiny Pebble's description."
@GM Roll4initiative - I plan on expending my Heightened Awareness on the initiative roll this time. :)
@Drupka - If you like I can cast your last remaining scroll of Clay Skin on you or you can wait.

Tiny Pebble |

Tiny Pebble gives two big meaty stony thumbs up to Therin when the Protection from Evil is cast. He smiles anticipating another battle.
@Eka - I am not ignoring your suggestion but I would like to keep the party together for the combat and I would like to keep the game moving (as it is PbP). Scouting ahead slows the game down and is not that much fun for the other players. :)

GM Roll4initiative |

Igor uses scrolls and Therin taps each of his party members with his wand of protection from evil. Therin then bravely heads into the chamber.
I assume Therin has a light source and he'll tap himself first with the wand, then random after him.
An overwhelming, acrid stench hangs in this room, much of which appears to be collapsed. It seems that the destruction of the tower aboveground caused a corner of this room to fall into ruin. In the center of the chamber, nearly choked with debris is some sort of well.
Therin thinks of pleasant smells as he tries to overcome the stench when he enters the chamber.
Therin: 1d20 + 6 ⇒ (6) + 6 = 12
Therin thinks about the wonderful pot roast he had last night, but, alas! The acrid stench is so bad, he projectile vomits at his feet.
Therin is nauseated! (Single action each turn).
The other Pathfinders are up!
DC 16 Fort save or Nauseated if you enter the room. It is a poison effect.

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It's 1:00 pm.
Healing & resting, Spending time looking at things in the negative energy room, making your way back slowly to the caryatid column room, keeping on the lookout for wandering monsters, and possibly searching areas you haven't before, etc...
In that case, Drukpa's Heroism and Clay Skin have both expired. He's got another scroll of each but will wait until after this next encounter to use them...

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Drukpa follows along with Therin. (Light spell on his Wayfinder)
DC 16 Fort, resistant to poison: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
"C'mon, it ain't smell that bad! Kinda reminds me a' bein' back on the farm with Granpappy..." he whispers to his fellow Batfinders.

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@GM Roll4initiative - The Nauseated effect is quite bad. A character is limited to a single move action only.
Both Igor and Tiny Pebble move in behind Drukpa. Tiny Pebble is immune to poison and does not breathe and Igor is currently immune to all poison effects due to the Delay Poison spell.
"Therin, perhaps you might want to sit this one out in the next room? You will be no use to us in your current condition."

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Good point about Delay Poison - I forgot about that - so Drukpa is immune as well.

GM Roll4initiative |

@GM Roll4initiative - The Nauseated effect is quite bad. A character is limited to a single move action only.
I know. It's noted in my post above after I rolled for Therin. I guess I should have bolded the text when I wrote:
"Therin is nauseated! (Single action each turn)."Then I wrote "The other Pathfinders are up!"
I'm running the scenario as written. Honest!

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@Drukpa - This is one of the reasons why Delay Poison is such a stealth superstar of a spell. :)
Igor looks behind him hoping that the others do not succumb to the stench and become unable to function.
@GM Roll4initiative - I do not doubt the veracity of your intent to run the module as written. I just wanted to point out the exact limitations of the Nauseated condition which are severe. It does not allow a swift or standard action only a move action. If a character were limited to a single action then they would be Staggered. But I think we are on the same page here and I do not want to quibble over minutia just stress to the other players that they should not be wandering around in this condition. :)

GM Roll4initiative |

Luckily we're not at an in-person table where I would point to each player in turn and exclaim, "What you wanna do!?!" while on a 4 hour time crunch while everyone is panicking.
Also luckily, you all have plenty of time to look over your Character sheets in a PbP to figure out how spells, items, and whatever work before I ask again...
"What you wanna do!?!"

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@GM Roll4initiative - I thought we were all trying to enter into the room? Also experienced players do not panic. :-)

GM Roll4initiative |

Sorry. I meant experienced PCs can panic when death is inevitable. ;)
Edit: Ah! I see, Igor. Nauseated can only be a single move action each turn.
Jilla & Eka are up!

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"I don't know what's happening, but I wanna be in on it!" shouts Jilla, charging into the room.
She looks around, a bit confused. "Huh, just rubble I guess . . . I'll have a look around."
Double move to get into the room.
Fort save vs super stinky stuff!: 1d20 + 12 ⇒ (15) + 12 = 27

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I'll just follow along..in case you need healing...might not be useful should things get physical. Separating down here is not the best choice, i feel... the priest says between gags.
ugh...all the posts last night were after I checked the boards for the last time...Therin will just follow...

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Igor nods at the Cleric.
"Sure, stay in the back and you should be alright."
@Therin - Not to worry Igor will keep an eye out for your character who will not be able to do anything but move and feel sick! :)

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DC 16 Fort save or Nauseated: 1d20 + 12 ⇒ (10) + 12 = 22
Gray Paladin archetype sacred bonus and Nagaji poison resistance double her bonus to Fort saves in this case.
"It'ss lovely." Eka edges into the room, bardiche at the ready, and tries to discern what threats there may be here.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
I moved Therin to the back of the group.

Tiny Pebble |

Tiny Pebble earth glides underneath the floor and ahead of Drukpa in part because he can. His elemental senses (Tremor Sense 60 feet) should automatically pinpoint (the square) any creatures touching the ground.

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Igor is sure to stay in front of Therin but behind the others. He shakes his head at the impetuous gnome who is already in the centre of the room.
He declines to say anything as he does not see the point believing that her nature is immutable at this point of her life.
You have to love the weird combinations of personalities in this group. ;)

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Drukpa holds his bardiche at the ready, looking this way and that, while watching Tiny Pebble for any signal. "Which way did they go? Which way did they go?"

Tiny Pebble |

Tiny Pebble holds out what passes for a limb in response to Drukpa's question. Quick eye contact with Igor indicates that he has understood the meaning of the bloodrager's question without his master's translation.
As soon as the GM tells me you will be the first to know.:)

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Igor moves behind his familiar and quickly scans the room for signs of trouble.
32 Perception on a take 10.

GM Roll4initiative |

Jilla charges into the room with Eka moving in behind and neither one is affected by the acrid odor.
Jilla Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Jilla stops just in time before running right into a strange transparent ooze. It quivers before forming a pseudopod to attack. DC 19 Know dungeoneering to identify.
Eka: 1d20 + 2 ⇒ (19) + 2 = 21
Igor: 1d20 + 14 ⇒ (19) + 14 = 33
Jilla: 1d20 + 1 ⇒ (7) + 1 = 8
Therin: 1d20 + 1 ⇒ (8) + 1 = 9
Drukpa: 1d20 + 5 ⇒ (17) + 5 = 22
Oozes: 1d20 - 5 ⇒ (16) - 5 = 11
Other oozes surrounding the well quiver and wiggle towards the Pathfinders!
Bold may act!
Igor
Eka
Drukpa
Blue
Red
Yellow
Therin
Jilla

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Igor tries to identify the oozes.
"Definitely not snakes!"
Knowledge - Dungeoneering: 1d20 + 10 ⇒ (19) + 10 = 29
@GM Roll4initiative - This is three questions I believe. So let us start with Immunity, Special Attacks and Special Abilities in that order. Also and this would probably be part of the Special Attack question but most oozes have some sort of acid attack and your description of an acrid smell suggests that this might be the case. Generally it does not work against stone so I wondering how it would interact with an Earth Elemental?
We definitely do not want to start splitting up these oozes if they are split-up-able ;)

Tiny Pebble |

Tiny Pebble does not know as much as his master but might know something about these slippery suckers ... or not.
Knowledge - Dungeoneering: 1d20 ⇒ 6

GM Roll4initiative |

Igor calls out what he knows about these Grey Oozes:
They're mindless and neutrally aligned, so protection from evil and mind-affecting spells won't help you here. They're immune to cold & fire. They have an acidic special attack that dissolves wood and metal (but not stone) and they can lash out and grab/grapple with their sticky pseudopods, causing continuous acid damage while they have you grabbed. Their special ability is that they're transparent. Adventurers have been known to walk right into them without even noticing them first.

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Igor dry gulps when he realises the abilities of his opponents. He casts Haste on the entire party and ponders if the acidic abilities of the Gray Ooze will be able to effect an Earth Elemental.
HASTE IS UP!
Haste grants up to double your movement speed, +1 attack, +1 AC (and +1 CMD due to the fact that it is a dodge bonus), +1 Reflex saves and 1 additional attack on a full-attack.
@GM Roll4initiative - I am waiting to see if Igor knows if the acid will effect Tiny Pebble or not before his familiar acts.
The wizard is trying to stay calm but a bit of fear trickles through as he speaks to Therin.
"Therin, you might want to back up now."

GM Roll4initiative |

Oops! Sorry. After looking at the elemental subtype, it says, "Immunity to bleed, paralysis, poison, sleep effects, and stunning."
Nothing in there about acid, so, yes, it will be harmed by the acid.

Tiny Pebble |

Tiny Pebble advances (5 foot step) to help out Jilla. He however notices his master's fear transmitted through their empathic link and decides to strike a defensive posture in his attack routine when he steps forward and tries to clobber Blue.
It is an ooze. How hard can it be to hit?
If Tiny Pebble takes acid damage when he hits the Gray Ooze he will not take his second attack. This would be a separate Defensive Ability which the Gray Ooze may or may not have.
Slam 1, Earth Mastery,Haste,Power Attack, Attack Defensively: 1d20 + 7 + 1 + 1 - 1 - 4 ⇒ (14) + 7 + 1 + 1 - 1 - 4 = 18
Damage, Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (1) + 4 + 1 + 3 = 9
Slam 2, Earth Mastery,Haste,Power Attack, Attack Defensively: 1d20 + 7 + 1 + 1 - 1 - 4 ⇒ (13) + 7 + 1 + 1 - 1 - 4 = 17
Damage, Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13
Tiny Pebble yells out to Drukpa and points to the creature he is attacking. The elemental might not be a master strategist (yet) but he knows to focus fire on one opponent at a time.

GM Roll4initiative |

Tiny Pebble's tiny stony fists pummel the slow moving ooze.
T.P. needs to make a DC 20 Reflex save or take 1d6 acid damage for each successful hit, as well as anyone else striking an ooze. The acid damage affects weapons.
Round 1: Eka & Drukpa are up!
Igor
T.P.
Eka
Drukpa
Blue (-22 hp)
Red
Yellow
Therin
Jilla

Tiny Pebble |

Tiny Pebble tries to dodge the acid blow back.
Reflex 1: 1d20 + 2 ⇒ (12) + 2 = 14
Reflex 2: 1d20 + 2 ⇒ (5) + 2 = 7
Damage from Acid 1 & 2: 2d6 ⇒ (4, 3) = 7
3 points of damage taken due to Improved Evasion.
The Earth Elemental does not look happy and he gives his master a dirty look.

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Since Drukpa is wielding a reach weapon, he might have possibly gotten an AoO against Blue as it moved adjacent?
Drukpa Perception if that would have mattered: 1d20 + 6 ⇒ (13) + 6 = 19
mwk bardiche: 1d20 + 10 ⇒ (4) + 10 = 14
S dmg: 1d10 + 7 ⇒ (2) + 7 = 9
Drukpa steps back 5' and then angrily slashes at Blue with his suddenly quite fast bardiche.
Free action, enter bloodrage, using 1 bonus round of rage from previously consumed Barbarian Chew - still have 6/12 rounds of rage remaining
mwk bardiche, haste: 1d20 + 13 ⇒ (9) + 13 = 22
S dmg: 1d10 + 10 ⇒ (9) + 10 = 19
DC 20 Reflex if needed: 1d20 + 4 ⇒ (18) + 4 = 22
mwk bardiche, haste: 1d20 + 13 ⇒ (18) + 13 = 31
S dmg: 1d10 + 10 ⇒ (8) + 10 = 18
DC 20 Reflex if needed: 1d20 + 4 ⇒ (17) + 4 = 21
Drukpa's current AC (with Haste, Shield, and Rage) is 22. His CMD is 21 but his CMD vs Grapple is 28

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Eka might also get AOOs with her bardiche reach weapon when the oozes move in the future.
"Sso that'ss the trouble. Thiss dungeon hass variety." Impressed (and definitely *not* concerned *cough cough*), Eka whips her bardiche around to swing at the ooze beside Jilla.
cold iron bardiche vs. blue: 1d20 + 6 ⇒ (18) + 6 = 241d10 + 4 ⇒ (5) + 4 = 9
cold iron bardiche vs. blue: 1d20 + 6 ⇒ (2) + 6 = 81d10 + 4 ⇒ (2) + 4 = 6

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Igor looks on as the speedier party attacks. He wonders how long it will take for the acid to eat through the pole-arms.

GM Roll4initiative |

Since Drukpa is wielding a reach weapon, he might have possibly gotten an AoO against Blue as it moved adjacent?
The oozes never moved. They were transparent before being noticed. However, he will get an AoO against yellow soon.

GM Roll4initiative |

Drukpa splatters the blue ooze to a quivering pulpy puddle and manages to shake the corrosive acid from his blade.
Eka slashes at the red ooze and strikes it twice, leaving deep gashes. She tries to shake the acid from her blade.
Eka needs to make two DC 20 Reflex saves, or weapon takes...
acid: 1d6 ⇒ 6 & acid: 1d6 ⇒ 6
for each failure. (Ouch).