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"I don't speak bear, but I could go invisible and heal it, perhaps pull some of those arrows out of its chest. That's a pretty universal sign for friendship."
If that sounds good, Diazepane will take 1 min to prepare an invisibility extract from an open 2nd level slot.

EbonFist |

Perception Diazepane: 1d20 + 19 ⇒ (14) + 19 = 33
Perception Myth : 1d20 + 15 ⇒ (1) + 15 = 16
Perception Kal’Ryon: 1d20 + 6 ⇒ (8) + 6 = 14
Perception Taariik : 1d20 - 2 ⇒ (4) - 2 = 2
Perception Xilt: 1d20 + 15 ⇒ (4) + 15 = 19
Perception Tzleztor: 1d20 + 13 ⇒ (11) + 13 = 24
You would be coming in from the tunnel in the south.

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Knowledge (dungeoneering): 1d20 + 9 ⇒ (19) + 9 = 28
Diazepane rushes back to safety.
"It's an ooze disguised as a trap!"
Does Diazepane know anything else about it? Weaknesses, resistances, etc.?

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The wizard's interest is piqued.
"That is fascinating. What kind of ooze did you discover?"
"It is remarkable that the ooze did not try to attack you. Typically they can sense creatures without even seeing them."

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"Large predators aren't concerning. Things that can kill large predators? A little more concerning. "
Upon hearing Diazepane discussing the ooze, Kal asks a clarifying question. "Do you know what type? What is the best approach to injuring it, should it come to blows?"
With that, Kal hefts his blade and glances around the room- now more alert for danger than he was a few moments ago.

EbonFist |

Obviously, it can take on the shape of various traps. It also has a powerful acid that affects only organic matter. In a similar vein, it is immune to acid, possesses blindsight and all the usual traits of an ooze (mindless, blind, etc.)
This one looks to be a particularly advanced member of the species.

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"This creature is called a Deathtrap Ooze. It hunts by making itself look and behave like a trap. Obviously, it can take on the shape of various traps. It also has a powerful acid that affects only organic matter. In a similar vein, it is immune to acid, possesses blindsight and all the usual traits of an ooze (mindless, blind, etc.). This one looks to be a particularly advanced member of the species."
Diazepane votes murderhobo. If it can't reach, Diazepane can just fly up and drop bombs on it. Or we can just stick with ranged attacks.

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"Generally they move slowly. You should have no difficulty blowing it up from a safe distance."
Go ahead with your plan. If it backfires we can go into Initiative and help out. :)

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Sounds like a good plan- just wanted to make sure it wasn't a "slash = more oozes" type ooze

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Stepping back, away from the threat, Kal attempts to position himself so that he can safely use his breath weapon without hitting Diazepane or other members of his party.

Tzleztor |

The mephit grins at Kal'ryon tries to reposition himself. The little guy has a breath weapon of his own so he know what it is all about.
"Not to worry. No one is planning on getting too close anyways."

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"Whenever you are ready Diazepane. A full spread of your alchemical treats will probably do the trick."

EbonFist |

Just reread. Are the ceilings 10' high in the side corridors, or 10' high everywhere?
Looks like they're 10' everywhere.

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Okay, so it will be difficult for Diazepane to stay out of reach. He'll fly anyway (his fly speed is greater than his land speed) but use an extract of reduce person and shield (separately, not the combined one), and then make a full attack to open).
Frost Bomb, 2nd range increment, PBS, RS, small: 1d20 + 13 - 2 + 1 - 2 + 2 ⇒ (14) + 13 - 2 + 1 - 2 + 2 = 26 vs touch (and maybe FF?)
Cold, PBS: 5d6 + 8 + 1 ⇒ (2, 3, 3, 3, 6) + 8 + 1 = 26 plus DC 23 Fort vs staggered
Miss?: 1d8 ⇒ 8
Frost Bomb, 2nd range increment, PBS, RS, small: 1d20 + 13 - 2 + 1 - 2 + 2 ⇒ (2) + 13 - 2 + 1 - 2 + 2 = 14 vs touch (and maybe FF?)
Cold, PBS: 5d6 + 8 + 1 ⇒ (5, 1, 1, 6, 5) + 8 + 1 = 27 plus DC 23 Fort vs staggered
Miss?: 1d8 ⇒ 4
Frost Bomb, 2nd range increment, PBS, RS, small: 1d20 + 8 - 2 + 1 - 2 + 2 ⇒ (2) + 8 - 2 + 1 - 2 + 2 = 9 vs touch (and maybe FF?)
Cold, PBS: 5d6 + 8 + 1 ⇒ (3, 2, 6, 5, 3) + 8 + 1 = 28 plus DC 23 Fort vs staggered
Miss?: 1d8 ⇒ 2
AC should be 32 (+2 size, +4 shield), touch 17, FF 27.

EbonFist |

Diazepane finds it laughably easy to hit the creature with his bombs. He almost can't miss.
Fort: 1d20 + 11 ⇒ (20) + 11 = 31
Fort: 1d20 + 11 ⇒ (6) + 11 = 17
Fort: 1d20 + 11 ⇒ (5) + 11 = 16
Init Diazepane: 1d20 + 4 ⇒ (16) + 4 = 20
Init Myth : 1d20 + 12 ⇒ (7) + 12 = 19
Init Kal’Ryon: 1d20 + 1 ⇒ (18) + 1 = 19
Init Taariik : 1d20 - 3 ⇒ (11) - 3 = 8
Init Xilt : 1d20 + 15 ⇒ (15) + 15 = 30
It does not like that and drops to the floor taking on more of it's natural shape...which is a shapeless puddle.
But it is very slow and everyone gets another chance to kill it before it can act.
Round 1 the BOLD may act.
Xilt
Diazepane
Myth
Kal'Ryon
Deathtrap Ooze -81

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Diazepane will step back slowly, not entirely sure what the creature's reach is, before launching another volley.
Frost Bomb, PBS, RS, small: 1d20 + 13 + 1 - 2 + 2 ⇒ (8) + 13 + 1 - 2 + 2 = 22 vs whatever
Cold, PBS: 5d6 + 8 + 1 ⇒ (2, 6, 4, 4, 3) + 8 + 1 = 28 plus DC 23 Fort vs staggered
Miss?: 1d8 ⇒ 8
Frost Bomb, PBS, RS, small: 1d20 + 13 + 1 - 2 + 2 ⇒ (8) + 13 + 1 - 2 + 2 = 22 vs whatever
Cold, PBS: 5d6 + 8 + 1 ⇒ (3, 4, 2, 6, 2) + 8 + 1 = 26 plus DC 23 Fort vs staggered
Miss?: 1d8 ⇒ 3
Frost Bomb, PBS, RS, small: 1d20 + 8 + 1 - 2 + 2 ⇒ (6) + 8 + 1 - 2 + 2 = 15 vs whatever
Cold, PBS: 5d6 + 8 + 1 ⇒ (1, 4, 5, 2, 4) + 8 + 1 = 25 plus DC 23 Fort vs staggered
Miss?: 1d8 ⇒ 5

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Kal takes a deep breath, heaving out a billow of fire across the creature before he retreats back towards the cavern entrance.
Reflex, DC 21: 10d6 ⇒ (4, 4, 2, 1, 4, 1, 3, 3, 1, 2) = 25

EbonFist |

Diazepane didn't actually have to step back. I moved the token before realizing I needed to roll initiative since that was a surprise round.
Another round of bombs completely crystalizes the thing and it stops moving before Kal'Ryon has to spit hot fire.

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"Good job Diazepane. So, what is next?"

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"Don't look at me. I don't do traps", Kal just shrugs.

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Xilt disagrees.
"Something this well guarded is well guarded for a reason. You should disarm them if you can."

Tzleztor |

Tzleztor for once agrees with his master.
"There must be a ton of treasure behind it or maybe something important like an arcane focus to keep the tapestry open. These traps are expensive."

EbonFist |

Diazepane can confirm that they are definitely not Deathtrap Oozes in disguise. For one thing, they are magical rather than mechanical in nature.
He can point them out to Mythryndyr so that the elf can get to work.
Two disable checks, please.

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Hearing confirmation from Diazepane, Myth warily approaches the traps and attempts to disarm ‘em…first one…
Disable Device: 1d20 + 21 ⇒ (10) + 21 = 31
…and then the other…
Disable Device: 1d20 + 21 ⇒ (19) + 21 = 40

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Diazepane will aid Myth.
Aid Disable: 1d20 + 17 ⇒ (16) + 17 = 33
Aid Disable: 1d20 + 17 ⇒ (9) + 17 = 26
Those are +1 if Diazepane's still under the effects of reduce person, but I'm guessing it won't matter much.

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The Ganzi stands and fidgets with his pole arm, while the others do most of the actual heroing and adventuring.
*ahem*, Good job guys

EbonFist |

Mythryndyr makes short work of the remaining traps, with Diazepane's aid not being quite necessary but almost for the first trap. He is just about to stop Mythryndyr form accidentally setting it off when the half-elf notes his near mistake and corrects it. Diazepane doesn't even get a chance to make suggestions on the second one before it's dealt with.
There *appear* to be no other dangers as the group crosses through the narrow gap and into the other large chamber.
The large room evidently served as the lair for an ancient dire bear before it was killed and the carcass left in the tunnel. The floor of this cave is covered with multiple sets of booted footprints that move in every direction about the room.

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Aid Survival: 1d20 + 5 ⇒ (4) + 5 = 9
Diazepane is far more useful in mechanical things than natural things.

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Survival, hail mary: 1d20 + 6 ⇒ (14) + 6 = 20
I see some footprints over here- but, there are far to many of them to make any sense of where they were going or what they were doing

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@EbonFist - How long does it take to make the Survival check? Is it more than 1 minute (10 rounds)?
Xilt ponders the possibility of using magic to solve this problem.

EbonFist |

@EbonFist - How long does it take to make the Survival check? Is it more than 1 minute (10 rounds)?
Xilt ponders the possibility of using magic to solve this problem.
You have plenty of time.

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Xilt refreshes his magical energies with a pearl of power and then cast Heightened Awareness on himself to prepare for the next battle. The wizard ponders the situation for a while and then only very reluctantly casts a droning spell.
"Very well, then."
Summon Monster V: To summon 1d3 Archon Hounds.
Hounds Summoned: 1d3 ⇒ 3

Magical Mercenaries |

The hounds appear and are directed by the mage to get to the bottom of this mystery.
Survival, Hound 1: 1d20 + 14 ⇒ (6) + 14 = 20
Survival, Hound 2: 1d20 + 14 ⇒ (6) + 14 = 20
Survival, Hound 3: 1d20 + 14 ⇒ (4) + 14 = 18
If scent can be used to follow the trail then it would be an automatic success as the DC would be only 10 (and not 25). They are hounds after all. :)
Next time I will just go with an auto-aid and then take 10 for the win. This dice roller is evil and defies the laws of probability on a regular basis. :)

EbonFist |

Three canine headed divine beings appear.
"Look here, Admiral Barkinghouse," one of them says.
"Indeed Lady Puglington, that is a lot of tracks,"[b] Admiral Barkington replies, squatting down to examine them. [b]"What's your opinion Sir Cuddleson?"
"They seem to just go all over, with no pattern, milord. I fear we shall have to resort to our sniffers."
"Agreed."
"Agreed."
They do just that, sniffing around, including each member of the party.
"Quit odd, wouldn't you say, Lady Puglington?"
"Indubitably. And your opinion Admiral?"
"The same. Why do they all walk to this wall?"
Will: 1d20 + 5 ⇒ (1) + 5 = 6
Will: 1d20 + 5 ⇒ (18) + 5 = 23
Will: 1d20 + 5 ⇒ (9) + 5 = 14
"By General Rover's one droopy ear, it's a false wall!" Admiral Barkington declares, phasing through the wall in the Northeast corner.
"I say, sir, did you know there was a chamber back here?" he asks Xilt.
Once you = find the Hao Jin Tapestry (we won't worry about the will saves to bypass the illusory wall. The DC is low and you'll figure it out eventually), you spot several dried bloodstains clustered around a single location on the tapestry, a clear sign as to where their fellow agents
entered the tapestry.
The symbol in question is a demonic ape face
You can use the simplified ritual detailed in Aram Zey’s folio (which many of you are quite familiar with, by now) to activate the tapestry, allowing you to follow the other Pathfinders into the demiplane.
However, there is a chance you will damage the tapestry this way.
You can puzzle out the proper way with a successful DC 25 Knowledge (arcana) check.

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Knowledge (planes): 1d20 + 19 ⇒ (20) + 19 = 39
"This symbol represents Angazhan, the demon lord of apes and jungles."
Diazepane has credit for #0-05, Mists of Mwangi, if there's any connection.
Knowledge (arcana): 1d20 + 22 ⇒ (10) + 22 = 32
"Let's go. I know the ritual."

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Xilt nods.
"Well done my canine friends. Good job."
The wizard agrees with the alchemist.
"Yes, you are correct on both counts."
32 Knowledge Planes on a take 10
32 Knowledge Arcana on a take 10
"Is everyone ready to enter?"
Right before everyone jumps through the portal Xilt will put up Mirror Image on himself which he extends with his rod. He then puts his rod back into his Handy Haversack.
Mirror Image, Extended, CL 10, Images: 1d4 + 3 ⇒ (3) + 3 = 6

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Kal puts his hand on Diazepanes shoulder.
Well done

EbonFist |

You arrive in Hao Jin’s demiplane instantaneously upon uttering the command word while touching the tapestry, your destination a hot and muggy jungle. A familiar to some of you, 2-foot-diameter sphere of pulsing blue light forms nearby each creature that enters the tapestry demiplane, and the sphere is both stationary and visible only to that creature. Any creature stepping into this extraplanar eddy is shifted back to the Material Plane to the place where it entered.
Although there is no sun here, the climate closely matches the deepest reaches of the Mwangi jungle. Temperatures beneath the canopy exceed 120 degrees Fahrenheit and unprotected characters must succeed at a Fortitude save every 10 minutes or be subjected to the effects of extreme heat.
A single path leads away from the clearing, taking would-be travelers deeper into the unknown. Five sets of booted humanoid footprints and a familiar set of spiky tracks lead down the path. Venturing off the path cleared by the agents before them places you in areas of heavy undergrowth. You may wish to fly over the canopy, but the density of the jungle makes it nearly impossible to follow the path from the sky above.
We are on slide 6. Please place yourself on or adjacent to the line indicating the trail. Please also roll a Perception check.

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Myth taps himself with his wand of endure elements…and offers to use it on any of his companions…then he has a look around…
Perception: 1d20 + 15 ⇒ (3) + 15 = 18

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Xilt is kept cool and dry by his Life Bubble spell. He does draw a scroll and he put up Endure Elements on Tzleztor.
"It is nice of you to offer. Perhaps the others could use a bit of help from your wand?"
The wizard has a quick look around for anything out of sorts.
Perception: 1d20 + 17 ⇒ (8) + 17 = 25

Tzleztor |

Tzleztor takes to the air hovering above the ground and near his master.
He nods appreciatively as his master shields him from the heat.
"It is too humid here. The desert I like but all this moisture. Yuck!"
The plucky mephit glances around as well.
Perception: 1d20 + 13 ⇒ (17) + 13 = 30

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This doesn't bother me too much, but I wouldn't mind the extra caution Myth- if you are still sharing
Kal only has fire resistance when raging, so I don't think that he counts as "protected"
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

EbonFist |

The pathfinders are dealing with the heat and cutting a trail through the jungle when chaos erupts. Suddenly, they're surrounded by half a dozen giant white apes with four arms each.
axe: 1d20 + 17 ⇒ (12) + 17 = 29
slashing: 1d8 + 6 ⇒ (1) + 6 = 7
axe: 1d20 + 17 ⇒ (17) + 17 = 34
slashing: 1d8 + 6 ⇒ (4) + 6 = 10
axe: 1d20 + 17 ⇒ (6) + 17 = 23
images?: 1d7 ⇒ 4
slashing: 1d8 + 6 ⇒ (6) + 6 = 12
And Kal'Ryon feels the one on the rock whispering a dark message to him.
Worse, as the pathfinders get their metaphorical feet under them, two of the nearby trees sprout arms, legs, faces and bad attitudes.
Init Diazepane: 1d20 + 4 ⇒ (11) + 4 = 15
Init Myth : 1d20 + 12 ⇒ (14) + 12 = 26
Init Kal’Ryon: 1d20 + 1 ⇒ (11) + 1 = 12
Init Girallons: 1d20 + 3 ⇒ (9) + 3 = 12
Init Xilt : 1d20 + 15 ⇒ (18) + 15 = 33
Tobongos: 1d20 - 1 ⇒ (13) - 1 = 12
Round 1, the BOLD may act
Xilt 5 Images
Myth
Diazepane -7HP
Fourillas
Kal'Ryon -10HP DC22Will save or the words get you. (+2 to save if it's against your nature.)
Treemen