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DC 20 Reflex: 1d20 + 3 ⇒ (7) + 3 = 10
DC 20 Reflex: 1d20 + 3 ⇒ (9) + 3 = 12
Boo.

GM Roll4initiative |

Oh no! The blade and part of the haft of Eka's bardiche melts from the acid. So sorry!

GM Roll4initiative |

The red ooze slides towards Eka and punches with a sticky pseudopod...
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
bludgeon: 1d6 + 4 ⇒ (2) + 4 = 6
acid dmg: 1d6 ⇒ 1
It then tries to latch onto her...
grab vs. CMD: 1d20 + 10 ⇒ (3) + 10 = 13
She pulls back before it can latch on.
The yellow ooze rolls towards Drukpa. He makes an attack of opportunity at it and leaves a deep gash.
Using roll you made earlier. Need a DC 20 reflex save or weapon takes...
acid dmg: 1d6 ⇒ 4
(Bardiches have 10 hp, btw.)
Yellow swings a pseudopod at Drukpa...
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
bludgeon: 1d6 + 4 ⇒ (1) + 4 = 5
acid dmg: 1d6 ⇒ 5
Drukpa dodges out of the way!
Round 1 (cont.): Therin & Jilla are up!
Igor
T.P. (-3 hp)
Eka (-7 hp)
Drukpa
Blue
Red (-15 hp)
Yellow (-9 hp)
Therin (nauseous)
Jilla

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DC 20 Reflex vs acid dmg to bardiche, haste: 1d20 + 4 ⇒ (20) + 4 = 24 Whew! Lucky rolls so far!

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Igor looks over at the cleric who is still under the weather but might be up to this task.
"Therin, why don't you move over and give a sword to Eka?"
It is only a move action to move and draw a weapon. I think that it something that a Nauseated person can do. :)

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@Therin - I meant one of the MW Long swords we captured. There is no need to break your magical sword. :)

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Oh no! The blade and part of the haft of Eka's bardiche melts from the acid. So sorry!
Stunned, Eka stares for a brief moment as the blade of her bardiche clatters to the floor, before vehemently exclaiming: "Thiss plasse ssuckss a donkey'ss left hind hoof!"
Eka already picked up one of those masterwork longswords, as well as a femur to use as a club. This seems like a good opportunity to use the latter, though my guess is that it'll only be good for one round before it melts from the acid.

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"Let me at 'em!" shouts Jilla, swinging madly at the oozes just like she would if there were a tavern brawl in her hometown of Whistledown (sadly, there never has been . . .).
5' step and flurry of blows vs red.
Improved Unarmed Strike # 1: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d4 + 5 ⇒ (3) + 5 = 8
Improved Unarmed Strike # 2: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d4 + 5 ⇒ (4) + 5 = 9
I'll roll a couple of Reflex saves just in case they're needed for the acid damage.
Reflex # 1: 1d20 + 11 ⇒ (19) + 11 = 30
Reflex # 2: 1d20 + 11 ⇒ (1) + 11 = 12

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Igor cannot help but chuckle at Eka's colorful response. What this party lacks in brains it certainly makes up for in an abundance of personality.
@Jilla - Just a heads up that Haste is up on the party so you should get one more attack with your flurry. Also your static damage added to each attack looks off to me as well. :)

GM Roll4initiative |

Drukpa deftly shakes the acid from his blade.
Therin, feeling quite nauseous, waits in the passage as he gags and dry heaves.
Jilla steps forward and pummels the red acidic blob. I believe you only do 1d4+1 damage, so I adjusted according to your rolls. (9 total damage).
She gets in two good hits but the acid burns her left hand.
Acid Dmg: 1d6 ⇒ 1
Need an attack from you for haste and a Reflex save vs. 1d6 acid damage.
Round 2: Igor, T.P., Eka, & Drukpa are up!
Igor
T.P. (-3 hp)
Eka
Drukpa
Blue
Red (-24 hp)
Yellow (-9 hp)
Therin (nauseous, 1/2 rnds.)
Jilla (-1 hp, pending haste atk.)

Tiny Pebble |

Tiny Pebble continues to take a defensive stance as he steps up (5' step) to pummel yellow.
Slam 1, Earth Mastery, Haste, Power Attack, Fighting Defensively: 1d20 + 7 + 1 + 1 - 1 - 4 ⇒ (1) + 7 + 1 + 1 - 1 - 4 = 5
Damage,Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13
Slam 2, Earth Mastery, Haste, Power Attack, Fighting Defensively: 1d20 + 7 + 1 + 1 - 1 - 4 ⇒ (4) + 7 + 1 + 1 - 1 - 4 = 8
Damage,Earth Mastery, Power Attack: 1d6 + 4 + 1 + 3 ⇒ (3) + 4 + 1 + 3 = 11
Tiny Pebble misses with his first blow as the pain of the acid lingers in his mind.
Reflex save DC 20, Slam 2, Improved Evasion: 1d20 + 2 ⇒ (8) + 2 = 10
Acid Damage: 1d6 ⇒ 6
Tiny Pebble will take 3 points of damage if Slam 2 hits due to Improved Evasion.
It is a good thing that these monsters are oozes. Those rolls are terrible.

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Igor conjures a single bolt of magical energy which flies towards yellow at incredible speed.
Force Missile, Intense Spells: 1d4 + 3 ⇒ (3) + 3 = 6

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Thanks, forgot haste was up and must have duplicated the attack mod as the damage mod. I really do know how to play Pathfinder, I swear :)
Haste Attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
damage: 1d4 + 1 ⇒ (3) + 1 = 4
Reflex save + haste: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30

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There's no more time to mourn the ol' bardiche. Eka whips out a still-chilly femur, whacks red with it, and steps back. "Jilla, we don't want to have to pull you out of that thing."
Femur club: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 81d6 + 3 ⇒ (5) + 3 = 8
Includes Haste bonus. Sadly, not a full attack so only one attempt.
It makes an impressive whooshing sound as she misses the broad side of the barn ooze. "Grrr! The balansse on thiss iss awful!"

GM Roll4initiative |

Jilla gets in a hasted punch, causing a glob of the ooze to fling from its body. She quickly shakes the acid from her hand.
Tiny Pebble pummels with stony fists while Igor sends a magic bolt, causing the yellow ooze to squelch in pain.
Eka ungracefully swings the unwieldy bone club, almost spinning in a complete circle from the effort.
Round 2 (cont.): Drukpa is up!
Igor
T.P. (-6 hp)
Eka
Drukpa
Blue
Red (-28 hp)
Yellow (-26 hp)
Therin (nauseous, 1/2 rnds.)
Jilla (-1 hp)

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Drukpa steps back 5' and attacks Yellow with his bardiche.
mwk bardiche, haste: 1d20 + 13 ⇒ (15) + 13 = 28
S dmg: 1d10 + 10 ⇒ (2) + 10 = 12
DC 20 Reflex, haste: 1d20 + 4 ⇒ (16) + 4 = 20
acid dmg to Bardiche if failed: 1d6 ⇒ 6
mwk bardiche, haste: 1d20 + 13 ⇒ (3) + 13 = 16
S dmg: 1d10 + 10 ⇒ (6) + 10 = 16
DC 20 Reflex, haste: 1d20 + 4 ⇒ (6) + 4 = 10
acid dmg to Bardiche if failed: 1d6 ⇒ 1
So I think this means 1 point of acid dmg to the bardiche (unless it was killed by the first attack).
Rage used: 7/12 (5 remain)
Drukpa will most likely drop out of rage at the end of this round to preserve his rounds.

GM Roll4initiative |

Correct. 1 point of damage to bardiche. The ooze srill wiggles with a few hit points left.

GM Roll4initiative |

Missed the edit window. Yellow is a puddle of goop. It is destroyed. Eka is down 7 hp, too. I accidentally deleted it from the status earlier.

GM Roll4initiative |

Therin's stomach feels much better. He's no longer heaving and gagging.
Red ooze lashes out at Jilla...
Pseudopod: 1d20 + 6 ⇒ (4) + 6 = 10
bludgeon: 1d6 + 4 ⇒ (4) + 4 = 8
acid dmg: 1d6 ⇒ 1
And it misses!
Round 3: Igor, TP, Eka, Drukpa are up!
Igor
T.P. (-6 hp)
Eka (-7 hp)
Drukpa (-1 to bardiche)
Blue
Red (-28 hp)
Yellow
Therin
Jilla (-1 hp)

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Drukpa steps 5' to the north, no longer as angry as before but feeling a bit winded perhaps, and slashes at the remaining ooze twice.
mwk bardiche, haste, fatigue: 1d20 + 10 ⇒ (10) + 10 = 20
S dmg: 1d10 + 6 ⇒ (5) + 6 = 11
DC 20 Reflex if hit: 1d20 + 3 ⇒ (12) + 3 = 15
acid dmg if reflex failed: 1d6 ⇒ 3
mwk bardiche, haste, fatigue: 1d20 + 10 ⇒ (9) + 10 = 19
S dmg: 1d10 + 6 ⇒ (10) + 6 = 16
DC 20 Reflex if hit: 1d20 + 3 ⇒ (7) + 3 = 10
acid dmg if reflex failed: 1d6 ⇒ 4

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That is a lot of damage. I will wait for the GM to update as I believe red is dead. :)

GM Roll4initiative |

Drukpa splatters the final ooze to a pulpy puddle. His bardiche, however, is pitted and dull from the acid.
Combat over! Pathfinders are victorious!
Current Status:
Igor
T.P. (-6 hp)
Eka (-7 hp, morningstar & bardiche destroyed)
Drukpa (-8 to bardiche, broken.)
Therin
Jilla (-1 hp)

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Igor looks at the broken weaponry and his familiar's blistered hands.
"Well, we can fix up Tiny Pebble right away but your weapons will have to wait. Bring all the bits and pieces back with you and I should be able to repair them tomorrow."
The Mending spell should work here as the items are not magical.
The wizard is ready to hand his wand of healing (Cure Light Wounds) over to Therin to use on T.P. as soon as he is up to it.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Tiny Pebble is fully healed
While the wizard waits for the others to heal up he renews his Light spell on his dagger.

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"Good thing I didn't whap those walking acid puddles with my rolling pin! It might cry all night long!"

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Igor looks at Therin. He is rather pleased how well the last battle played out.
"Well, you did not get yourself killed. In this dungeon I would consider that an upside."
The wizard laughs at the quirky gnome. Only Jilla would have a rolling pin that cries.

GM Roll4initiative |

Jilla is only down 1 hp. Drukpa's bardiche has 2 hp left, leaving it with the broken condition, and Eka has the shattered remains of her morningstar and bardiche in her pack (or the bag of holding you found).
After defeating the acidic oozes, the group searches the room. A passage leads south to another chamber, however, it is the well in the center of this room that grabs your attention.
Peering over the edge with your light sources, much of the 20 foot deep well is filled almost to the top along one side with rubble and stone slabs from the ceiling above, leaving a steep slope to make it possible to climb down. Brackish water with a chemical sheen can be seen at the bottom.

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If we didn't put all the swords and shields into the bag of holding, Eka will suggest doubling back to get all of them. At the rate we're going through weapons, it seems smart.
"Thankss, Therin." Eka nods in appreciation for the healing.
Sheepishly, she adds her favorite weapon's pieces to the bag of holding and pulls out one of the shields. "I guesss I should usse thiss now. I wassn't before becausse of the bardiche, but now...<sigh>."
Eka is now encumbered. Unless otherwise noted, she'll drop her pack at the start of each encounter and pick it up again before leaving the area.
Glancing down the well, Eka curls her lip. "That lookss dissgussting, sso there'ss probably ssomething great or dangerouss down there." She drops a stray fist-sized rock into the water. "Jusst sseeing if anything reactss."
@GM: How far down from the edge of the well is the surface of the water? Would a medium creature have to squeeze to get down there, with all the debris in the well?

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Igor believes in doing simple tasks first.
"I suggest we explore the southern passageway first. On the way back Tiny Pebble can earth glide down and discretely examine the bottom level and report back."
The wizard waits until the party is ready to depart before casting Heightened Awareness from a scroll. He wants to make sure that he is on his toes for every encounter.
@GM Roll4initiative - Igor will expend his Heightened Awareness to boost his initiative in the next battle.
@Eka - I suggest that you place some of your less valuable equipment in the Bag of Holding. There is no reason to worry about encumbrance unless you need to.

Tiny Pebble |

Tiny Pebble eyes his master. He hopes that the next mission will be less painful than the last.

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Eka adds her grappling hook and thieves' tools to the bag of holding.
Most of her weight is worn, but this will get her 1.5 lbs under the limit so she's not encumbered anymore.

GM Roll4initiative |
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@GM: How far down from the edge of the well is the surface of the water? Would a medium creature have to squeeze to get down there, with all the debris in the well?
Nothing exciting happens when the rock clatters down the lower half of the steep pile of debris and plops into the water.
20' to surface of water. No squeezing necessary. Pic on Slide 4.

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Jilla holds her nose as she peers into the well. "Yuck! Still, last one in's a rotten--" she's half-climbed over the lip before she remembers Igor wanting to explore the southern passage first. "I guess we can come back later, but I bet there's something neat down there!"
I could be misremembering, but I think it's a very bad idea to put sharp objects in a bag of holding.
@GM: I only took 1 hp in that acid fight, but I did have some damage from before. I try to be pretty diligent about marking off damage and healing, so I think my tagline's accurate.

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Igor nods to Jilla ready to move on to the southern passage.
"I am sure we will be back here soon enough."
It is a good point about the weapon fragments. They should be put in a sack first and then into the Bag of Holding or simply left near the entrance where they can be picked up at the end of the adventure.

GM Roll4initiative |

Regarding the weapon fragments in a bag of holding, I'm not that evil that I would have the pointy parts tearing the bag. I'm flattered that you think like that, though. ;)
What now, Pathfinders? Head through the southern passage or investigate the well some more?

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Igor and Tiny Pebble start to walk towards the southern passageway.
My Monk/Inquisitor has his extra arrows stored in quivers and then placed in a mundane backpack which is then placed in his Handy Haversack. Then again he purchased twine to secure each pot of Alchemical Grease to prevent a possible spill. Certain characters (and players) are more fastidious than others. :)

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I hadn't thought of that. Okay, the pieces will be left by the entrance to grab on the way out.
"Wait, Igor! Let me go ahead of you. Therin, can we get ssome light?" Eka offers her longsword for Therin to cast light on it, then cautiously strides into the southern passage with her shield raised, ears and eyes straining for threats.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
...But she's too focused on assessing the weight of the shield and the balance of the longsword, as well as how she'll have to change her fighting style, to pay much attention. (Multitasking isn't her strong suit, apparently.)

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"I will keep a look out as well as we advance."
The wizard simply watches for danger as the party advances.
32 Perception on a take 10.

Tiny Pebble |

Tiny Pebble advances looking for more targets to SMASH! He feels deep within the earth for any rumblings of enemies.
Normally my familiars spend their time fiddling with their magical toys and equipment. It is refreshing to have one that can be on the front line.

GM Roll4initiative |

We're on the map on the right on Slide 5.
The group takes the south passage, keeping an eye out for trouble.
Parts of this chamber have fallen into ruin, as rock and broken pieces of masonry have collapsed the ceiling in places. On the south side of the room, untouched by the debris, is a short dais, atop which rests an iron chest. A pale golden light emanates from the ceiling above, illuminating the room.
Eka: 1d20 + 6 ⇒ (15) + 6 = 21
Igor: 1d20 + 22 ⇒ (20) + 22 = 42
Tiny Pebble: 1d20 + 9 ⇒ (6) + 9 = 15
Jilla: 1d20 + 8 ⇒ (10) + 8 = 18
Therin: 1d20 + 6 ⇒ (9) + 6 = 15
Drukpa: 1d20 + 6 ⇒ (5) + 6 = 11
With a cursory glance upon entering, there appears to be no creatures or movement of anything in the well-lit room.
@Igor: Feel free to move TP wherever.

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Igor eyes the chest suspiciously.
"An unguarded chest sitting in the middle of a room seems too good to be true."
"Either there is a trap on the dais or it is a mimic."
"Therin, take a shot at the chest. If it is an ordinary iron chest your bolt will bounce off it otherwise we may have a problem."
My characters have been jumped by mimics several times in Pathfinder. Color me suspicious when I see a chest out in the open. A mimic almost killed my 17th level Bard (earlier in his career) but is was disguised as a door. Now that was nasty.
He informs his familiar about the possibility of the chest being a fake in their shared made up language.

Tiny Pebble |
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Tiny Pebble looks at his master replying in Terran. The meaning is not clear (to those who do not understand Terran) but the tone seems to indicate that he is berating his master.

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"Ooh Ooh!" says Jilla, jumping up and down as high as she can to try to see over the heads of all the annoying tall people in front of her. "A chest on a dais? Gotta be something neat in there!"

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Eka hands Jilla a rock, while keeping one for herself. "Here, let'ss throw thesse at it at the ssame time. Ish." Knowing full well that Jilla will throw the rock whenever the whim strikes her, Eka tries to time her throw to match.
Thrown rock: 1d20 + 5 ⇒ (11) + 5 = 16
She's not technically trying to damage the box, but she wants to hit it hard enough to set off a trap or get a reaction if one is to be had.