
Zelvin Baine |

Zelvin nods to Hekau. "I always thought keepin' fluent with the drow tongue would be good if I ever met any of my real parents' folk, maybe learn more about where they came from, but I figured it would be in writin' rather than talkin'." To Khoran, he continues. "I don't know much about diplomacy, 'cept tryin' to keep folks in town from flyin' off the handle and beatin' up Hekau and me. But I'll happily do my part as translator if we want to try and talk our way past the inhabitants. As long as they ain't got Mr. Khonnir captive or worse."
He gathers himself up and follows Grezzag once everyone is ready.

GM Violant |

Assuming you're going into the next room, also don't forget to move your tokens so I know how far along in the cavern you are. A dark cavern opens up here, its twenty-foot-high ceiling thick with stalactites. A rocky shore overlooks a placid pool and stream, fed by a trickle of water leaking from a narrow fissure to the north. A small garden of toadstools and dark mold grows along the banks.
If you search the pool of water within the area, you find a mostly-eaten man's body. The body has nothing of note on it aside from some ruined clothing and armor, a belt pouch with 42gp, and a silver unholy symbol of Zyphus lying next to the body itself. Inside the pouch, if you look hard enough, you also find two water-tight potions of Cure Light Wounds.
What does the party do / where does the party go?

Khoran of the Bone Bears |

While Khoran examines the body (finding the loot above), his Ioun Wyrd familiar flits about, slipping quietly up the water filled passageways to take a peek around the corners, to ensure nothing is sneaking up behind us...
Stealth, Ioun Wyrd Familiar: 1d20 + 2 + 8 ⇒ (1) + 2 + 8 = 11
+2 dex +8 size
Perception, Ioun Wyrd Familiar: 1d20 + 2 ⇒ (14) + 2 = 16
+2 wis
@GM Violant - note that an Ioun Wyrd has blinsight 30'. It is taking a peek around the corner at the yellow dashed oval...

Grezzag |

"Another body to take back when we leave." Grezzag notes grimly, helping to pull the corpse out of the water. "Might be harder to identify this one though."
Once the body is on dry land, he moves to the passageway further into the cave, listening for any sound of the voices that the others heard before.

GM Violant |

A shallow creek runs through the middle of this cavern, while to the south a stony bank rises up from the water. Thick carpets of green and gray mold and fungus grow on the bank, particularly around a trio of three-foot-high, foul-smelling mounds. These three mounds of foul-smelling mold are growing over three ill-fated halflings, and they seem to be moving, but they do not seem to have noticed the floating Ioun Wyrd, however, as they just ambulate about aimlessly.
A Knowledge (Dungeoneering) would identify them

Khoran of the Bone Bears |

K Dungeoneering, Ioun Wyrd: 1d20 - 2 ⇒ (2) - 2 = 0
-2 int, "can attempt all Knowledge checks untrained"
Khoran pauses as his familiar sweeps back to him, stopping in front of him to communicate wordlessly...
Then he says "There are three weird fungus covered halflings up this passageway..."

Grezzag |

"More corpses?" Grezzag asks. "If they weren't the ones making the sound, I reckon we oughta keep going."

Khoran of the Bone Bears |

"They're moving..." is Khoran's laconic reply.
Then he turns to Hekau and Zelvin, asking "Did Khonnir take any halflings with him on his second expedition down here?"

Grezzag |

Grezzag frowns and thinks. "That ain't good. I think the old dwarf said one of groups was halflings, I guess this could be them. Yeah, I s'pose we'd better check them out instead of risking them sneakin up behind us."

Zelvin Baine |

Zelvin shrugs in response to Khoran’s question. "I don’t think so, unless they joined up later. One of the other expeditions was all halflings if I remember correctly, though." He responds quietly, trying not to draw more attention to the group by speaking loudly.

Khoran of the Bone Bears |

Yeah, I think we head into the northern cavern to check out the fungus covered halflings...
Grezzag frowns and thinks. "That ain't good. I think the old dwarf said one of groups was halflings, I guess this could be them. Yeah, I s'pose we'd better check them out instead of risking them sneakin up behind us."
"Always good to make sure your back is cleared. Grezzag, you're up front again, and I'm behind you with my longspear. But be ready for trouble - my pile of rocks thought they were strange, and he doesn't notice that much about humanoids..."

GM Violant |

As you enter into the cavern, you realize the slime is definitely alive and moving around the bodies of the three halfling strewn about across the ground in front of you. A shallow creek runs through the middle of this cavern, while to the south a stony bank rises up from the water. Thick carpets of green and gray mold and fungus grow on the bank, particularly around a trio of three-foot-high, foul-smelling mounds.
You can make a Knowledge (Dungeoneering) check to know what these are
The ooze-creatures, however, have not seemed to notice you in the slightest, as they just meander about in small circles on the body, not really noticeable unless you actually pay attention and are told (i.e. by Khoran) about the possibility.
What does the party do? Don't forget to move your tokens, I'll add theirs up momentarily.

Grezzag |

Grezzag slows down and eyes the creatures warily as he rounds the corner of the passage.
"Anyone know what they are?" he asks in a low voice, when they don't immediately attack. "I guess we'll have to get rid of 'em if we want to save these bodies."

GM Violant |

Graduate school applications have been kicking me in the rear since I procrastinated a fair bit, and I didn't realize you were waiting on me to post here, so without further ado... (Also, if you haven't yet, move your tokens to where you'd be at the start of combat with these creatures)
As you round the corner into the mold-having portion of the cavern, the writhing, oozing masses of mold and slime suddenly begin to notice your presence as they seem to turn around to "face" you, slightly off of the halfling bodies they were once directly on.
Initiative Rolls
Red: 1d20 + 1 ⇒ (4) + 1 = 5
Green: 1d20 + 1 ⇒ (14) + 1 = 15
Blue: 1d20 + 1 ⇒ (18) + 1 = 19
Grezzag: 1d20 + 2 ⇒ (7) + 2 = 9
Hekau: 1d20 + 3 ⇒ (5) + 3 = 8
Khoran: 1d20 + 2 ⇒ (16) + 2 = 18
Zelvin: 1d20 + 4 ⇒ (8) + 4 = 12
Penka: 1d20 + 3 ⇒ (17) + 3 = 20
Alyn: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Order: Penka, Blue, Khoran, Green, Zelvin, Alyn, Grezzag, Hekau, Red.
They seem slow to act, however, as they slowly regain use of the oozing bodies after a fair amount of time sitting in one place awaiting a meal.
Penka, you're up!

Penka Borsay |

Penka doesn't recover easily from her blindness. Even after the affliction itself has passed she seems stunned or shocked, merely following the other in the group, numb and silent.
Sighting the oozes seems to wake her up though, as if an immediate threat forces her to get ahold of herself.
"It's nothing good or healthy" she replies to Grezzag.
She selects a flask containing acid and lobs it past Grazzag and onto the nearest blob Blue Border, where it smashes.
Attack (Ranged, Touch): 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Grezzag is outside the splash range. Not a bomb, but the Throw Anything alchemist class feature gives +INT bonus on all splash weapons.

GM Violant |

Zelvin, I'm going to need both a Stealth and Perception roll from you.
Penka's flask hits the creature, splashing around to the surrounding area, although this is not enough to hit either the other creature, nor Grezzag nor Penka. The creature reacts by lurching 5 foot forwards, and slams into Grezzag, striking particularly hard Crit
Blue Slam v. Grezzag: 1d20 + 1 ⇒ (20) + 1 = 21
Blue Slam Damage: 1d3 ⇒ 2
Blue Slam Damage, Crit: 1d3 ⇒ 2
4 damage to Grezzag
Initiative Order: Khoran, Green, Zelvin, Alyn, Grezzag, Hekau, Red, Penka. Khoran, you're up!
A collection of crates, boxes, rubble, and scavenged metal lie sheaped in the northwest section of this damp cave. Several strange chalk drawings of twisted, spiny plants, a strange three-legged creature, and emaciated four-armed humanoids mark the walls. You hear the sound of a flask of acid breaking on the ground, coming from the vague direction of where the rest of the party is/was.
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 16 ⇒ (12) + 16 = 28

GM Violant |

Forgot the crit confirmation roll, woops. Forgive me, both my campaigns have had breaks in them due to the holidays!
Crit Confirm: 1d20 + 1 ⇒ (15) + 1 = 16 This isn't a robot, so that confirms!

Khoran of the Bone Bears |

Khoran splashes down the stream, coming up behind Penka and Grezzag. Spotting on of the oozy masses well downstream, he uses silkstring snare to try and trap it in place...
Move action - 20'
Standard action - use Silkstring snare on Green (I have LoS to green, but can't see red, and I am not sure about blue...). Reflex Save DC 14 " or be entangled and anchored in place. The foe can escape the silk as a standard action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the shaman’s class level (the silk has hardness 0). This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier."

GM Violant |

Green Reflex: 1d20 + 1 ⇒ (6) + 1 = 7
Slam Damage: 1d3 ⇒ 3
As the ancient shaman stares at the green mold creature, blobs of silk emerge from the ground to ensnare the creature! It struggles and struggles, finally breaking its way out of the string as it lurches forward Move Action: 15' forward
Initiative Order: Zelvin, Alyn, Grezzag, Hekau, Red, Penka. Khoran, Green. Zelvin, Alyn, Grezzag, and Hekau, you're up!

Grezzag |

Attack, main hand, power attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage, main hand, power attack, axe to grind: 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Attack, off hand, power attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage, off hand, power attack, axe to grind: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
A grunt of pain escapes Grezzag as the mold-creature slams into him, but he quickly regains his composure and counterattacks with a flurry of swipes from his axe. The first slash swings wide, but the second blade slices through the creature. He uses the momentum of his assault to push his way further into the cave.
attacks vs green (for axe to grind), 5ft step if I can

GM Violant |

Grezzag swipes twice at the pile of animated mold, with it falling motionless on the second strike. The other two still remain, with one being visibly injured by Penka's flask of acid.
Alyn and Zelvin, you two are up!

Zelvin Baine |

Zelvin is briefly disoriented as they go down the corridor, and winds up standing next to his brother as he can hear melee fighting around the corner in the water. With a side-eye at Hekau, he also readies himself against a surprise attack.
Total defense.

Alyn Muloya |

Alyn glances back and forth between the narrow tunnel ahead and her pistol, eventually huffing and hunkering down with Hekau and Zelvin.
Total defense as well.

GM Violant |

As the party takes mostly defensive positions, the third slime mold lurches forward and moves into a flanking position with the other one that is still moving, with both of them being on either side of Grezzag.
Slam: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d3 ⇒ 1
It misses wildly, slamming into the ground near Grezzag, as opposed to the half-orc himself, regardless of how cornered he may be by both lurching piles of slime and mold around him.
Penka you're up!
Initiative order: Penka, Blue, Khoran, Zelvin, Alyn, Grezzag, Hekau, Red.

Penka Borsay |

Still sort of experimenting on what affects the slimes, Penka decides to try out her crossbow and see what happens. She takes a step back and aims at the same one as before, Blue Border loosing a bolt at it.
Attack (ranged): 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 ⇒ 2

GM Violant |

As Penka's bolt flies wide and misses the slime mold, it retaliates (if a mindless creature can even do such a thing, that is) by slamming into Grezzag, backed and flanking by its counterpart.
Slam, Flanking: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d3 ⇒ 1
The creature, however, fails to land a hit on the half-orc, allowing for an opening for everyone else.
Initiative Order: Khoran, Zelvin, Alyn, Grezzag, Hekau, Red, Penka, Blue
Party minus Penka, you're up!

Khoran of the Bone Bears |

Unable to find room to use his longspear in the tight confines of the stream, Khoran steps forward and punches with his spiked gauntlet...
5' step
standard action - attack blue
To hit: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11
+1 str +1 flagbearer
Damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
+1 str +1 flagbearer

Grezzag |

Attack, main hand, power attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage, main hand, power attack, axe to grind: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Attack, off hand, power attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage, off hand, power attack: 1d8 + 3 ⇒ (8) + 3 = 11
Grezzag continues his assault, whirling his axe around to slash at the creatures surrounding him. As the blades cut into the slimes, he takes the chance to step forward out of the flank.

Hekau |

Hekau will move and ready to shoot any enemy that presents itself.
Don't expect this to come into play given the shape of the space, but Grezzag is rolling well and we may be done here soon.
Damage: 1d8 ⇒ 2

Zelvin Baine |

Oops, it's me, sorry!
Zelvin moves closer to try and get a look at the creatures that Grezzag is evicerating. He tries to identify what they are and what they can do.
Knowledge (dungeoneering): 1d20 + 8 ⇒ (16) + 8 = 24
Then he moves back to help protect Hekau.

Alyn Muloya |

Alyn glances over her shoulder as Zelvin steps away, trying to see what he was planning. She turns back and huffs, muttering to herself as he tries to identify the creatures their teammates are fighting.
"I hope the rest of this place isn't this cramped."
Total defense again.

GM Violant |

While one of the creatures is thoroughly butchered by Grezzag's blades, one manages to slip by him and Khoran, only to be assaulted by Hekau's readied shot as it comes into his sight. And with that, the young slime molds are no longer moving at all, just lying on the floor motionless.
Combat over! If you're proceeding down the cavern now, give me both a Perception and a Stealth Roll.
What will the party do, now that the gaggle of young slime molds has been slain?

Khoran of the Bone Bears |

@Grezzag, are you ok with continuing at 9/13 hp? I have only 2 CLW memorized, so I'd rather hold off until I can get more bang for the buck

Grezzag |

should be fine, I think
Grezzag nods in satisfaction as the last slime mold falls. He wipes off his axe, then moves over to the halfling bodies and looks them over.
"Yeah, I reckon this is one of the other groups." he calls back. "Looks like they didn't get too far though. We should take 'em out when we leave. Ain't no robots here though, we oughta go further in."
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Stealth: 1d20 + 0 ⇒ (11) + 0 = 11
Grezzag is ready to continue further into the caves

Khoran of the Bone Bears |

"You think these are one of the other groups? They might have some gear on them then..."
Khoran pokes around in the slime mold cavern for a bit, to see if he can find anything of interest...
Perception: 1d20 + 1 + 3 + 3 + 1 ⇒ (10) + 1 + 3 + 3 + 1 = 18
1 rank +3 trained +3 wis+1 trait
Anybody want to try a detect magic?

Penka Borsay |

Penka reloads her crossbow. Since she won't be in the front when they move on, she waits.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Hekau |

"Zelvin, do you know what these creatures are? If they are a prior expedition, what transformed them? Is there perhaps a patch of stationary mold that could have turned humanoids into ambulatory slime-mold creatures?
Are their remains safe to touch and examine?"
Zelvin got a very good Dungeoneering to ID them. Hekau does not have that skill trained yet.

GM Violant |

Didn't see the K Dungeoneering Check!
You know that those are not-yet fully formed, or "young", slime molds. These creatures are still quite young and lack adult slime molds’ ability to engulf prey and inflict disease, but they’re still eager to attack fresh food should it arrive in the cavern. Most of the fungus growing on the halflings' bodies, however, is natural, and since the slime molds have been slain, it does not pose a danger.

Zelvin Baine |

"I reckon those were little slime molds-- young ones. I don't think they pose a danger, especially now that they're dead." Zelvin nods. "Smart to worry that things growin' down here could infect bodies or even take 'em over, though."

Hekau |

"We can bring their remains back to Torch for a proper burial on our way out. As Khonnir Baine does not appear to be among the victims, I suggest we move deeper into the caverns."
Hekau will proceed with his crossbow out, although not in the front of the party.

Zelvin Baine |

Zelvin shrugs. "I ain't figured out how to cast detect magic yet," he responds to Khoran. "But why don't we give 'em a once-over when we come back for 'em?" He makes ready to follow Hekau and the others.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Stealth: 1d20 + 3 ⇒ (15) + 3 = 18

Penka Borsay |

I'll go ahead and roll stealth as well. Eh, if it will get us moving, Penka will just take the lead on scouting for a turn.
Stealth: 1d20 + 5 ⇒ (15) + 5 = 20
Penka decides it's best if they don't dally for too long. She drinks down a special draught she has prepared and takes the lead moving onward.
The Draught is her mutagen replacement and gives her darkvision 60' and +4 to her perception check so that's a 27 on perception.

Khoran of the Bone Bears |

...
Khoran pokes around in the slime mold cavern for a bit, to see if he can find anything of interest...
@GM Violant, I assume that I found nothing of interest.
The others having moved ahead while Khoran was searching, he takes up the rearguard position, following the others deeper into the caverns...
Perception: 1d20 + 1 + 3 + 3 + 1 ⇒ (14) + 1 + 3 + 3 + 1 = 22
1 rank +3 trained +3 wis+1 trait
Stealth: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
+2 dex -2 ACP
His familiar bobs alongside of him, wary for trouble with it's own mysterious senses...
Stealth, Ioun Wyrd Familiar: 1d20 + 2 + 8 ⇒ (4) + 2 + 8 = 14
+2 dex +8 size
Perception, Ioun Wyrd Familiar: 1d20 + 2 ⇒ (20) + 2 = 22 Note: It has blindsight
+2 wis