
Pendin Fust |

Behind the door you find an immense cathedral type room. There are rows of pews...stained orangeish brown. The alter at the front of the room has shallow indentations where bits of flesh and pools of blood collect. The walls are lined with torture racks or sexual devices, you are not sure which. Tapestries of Zon-Kuthon adorn the walls, and various pictures of mutilated bodies are intermixed with the tapestries. What once were people look now like gross puddles of flesh with bits of metal and gems implanted into their mass. Teeth and ears at different locations on the body. The worst is a picture of a child, or something the size of a child.
There is an acrid and metallic smell in the air.

Pendin Fust |

As Silas moves to the middle of the room, a sucking sound draws attention to the ceiling. The black inverted dome ripples and shakes itself, then starts to fall.
Silas, give me a Reflex DC 15.
On it's way down it's flat side melts into itself and the mass forms a new flat side, aiming at the floor and the dwarf.
Roll Init
1d20 - 5 ⇒ (4) - 5 = -1
1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (20) + 3 = 23
1d2 ⇒ 1
On the left side fireplace, the fires burn brighter and crackles louder than before. Tongues of flame start to lick out of the fireplace...

Pendin Fust |

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most oozes are mindless and gain no skill points or feats. Oozes do not have any class skills.
Traits: An ooze possesses the following traits (unless otherwise noted in a creature's entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.
Silas easily skips back, avoiding the black mass descending.
Fire
Embok
Tom
Mari
Silas
?????
Charles
Elyza
Black Mass
The fireplace on the right gives a fiery roar and something made of flames steps out. It moves next to Mari and slams its fiery fists down.
Slam 1d20 + 7 ⇒ (10) + 7 = 17
Damage and Burn 1d6 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5
DC14 Reflex to avoid catching fire for... 1d4 ⇒ 4 rounds at the start of your turn
Embok, Tom, Mari, Silas, then Fire's turn.

Silas Stoneborn |

Silas, having basically no idea what to do with himself, decides to see if he can use these pews to push the pudding around faster than it can eat them.
Tumbling away from the pudding: 1d20 + 6 ⇒ (15) + 6 = 21
Assuming that works, I move to G15 and try to shove the pew one column right, lining it up with the aisle on the other side. That would be, what, strength? CMB? It's the same roll either way, so: 1d20 + 2 ⇒ (16) + 2 = 18

Pendin Fust |

You want to move the pew in column H to I? Yep that'll work...not bolted down
Silas moves past the pudding, narrowling avoiding it, and pushes a pew to the right with a grating sound.
The fireplace on the right gives a familiar roar and out steps another being of fire. It moves next to the cleric and slams down...
Slam 1d20 + 7 ⇒ (1) + 7 = 8
But misses the holy man.
Charles, Elyza, then the pudding.

Marigold Malachite |
1 person marked this as a favorite. |

Left here, without further comment:Two-hundred-forty dollars worth of pudding

![]() |

Elyza uses the last of her mythic energy to enchant her weapons again. Firing at the southern fire elemental, 1d20 + 4 ⇒ (2) + 4 = 6, she misses wildly with the frosty arrow. Knowing the pudding has decent reach and beats things until it can digest them, she moves far away from it. Screech takes flight to hide in the rafters. "Mind or sight spells will not work on the pudding! My Color Spray, Burning Hands and Grease are going to be useless here! Even Acid Splash should fail against it."
Forgot the +1 for bard song, but it doesn't matter.
AC 16; HP 13; MP 0 of 5; Fort: +0 Ref: +2 Will: +3
Grr!! I can't reveal the more useful information about Black Puddings, like what NOT to do!!

Pendin Fust |

The black pudding rolls forward, right next to the cleric and slams down a huge mass of pudding...
Slam 1d20 + 8 ⇒ (13) + 8 = 21
Damage+Acid 2d6 + 4 + 2d6 ⇒ (5, 3) + 4 + (6, 4) = 22
Grab 1d20 + 12 ⇒ (10) + 12 = 22
Poor Thomas...
Constrict w/Acid 2d6 + 4 + 2d6 ⇒ (4, 4) + 4 + (2, 4) = 18
Thomas, on the first hit give me a Reflex save of DC 21 or you take the Acid Damage to your clothing and armor. On the Constrict make the same save but at -4 to your roll due to Constrict.

Pendin Fust |

Thanks for the reminder, had to run to get to work after I posted the pudding and forgot about the Fire Elemental. Mari, you're at C16 right? Your name disappeared off the map...
The fire elemental roars in delight as the pudding squishes on to the "bright light of Saranrae". It brings its fiery fists down on Mari again...
Slam 1d20 + 7 ⇒ (4) + 7 = 11
Missing the bard. It then moves on top of the pew next to it, bringing confusion to anyone watching...until the pew starts to crackle...
Embok, Tom, Mari, and then Silas.

Marigold Malachite |

That was weird. No, I had stepped back to C15.
Since Thomas is WAY unconscious, and Embok posted his turn already, I guess I'll go.
All of Mari's spells will be useless against their current opponents, and she is less than effective in melee. Seeing Thomas almost engulfed by the mass in one blow, Mari will yell out, "Strategic withdrawal! Start making your way back to the door!"
Mari will tumble back, trying to avoid a blow, then shoot the elemental with her crossbow.
Maintain bardic performance, tumble back (Acrobatics:1d20 + 9 ⇒ (6) + 9 = 15, shoot the elemental:
Attack 1d20 + 7 ⇒ (7) + 7 = 14
Damage 1d6 + 1 ⇒ (1) + 1 = 2

Pendin Fust |

You hear a hiss as Thomas' armor melts away as the pudding covers him, constricting tighter and tighter...
Sorry...breastplate HP is armor bonus * 5 which is 30...even with 10 hardness if it were iron or steel...that still destroys it. Thomas...thank Saranrae for Hard to Kill and Mythic Toughness! You're staggered but alive and stabilized. Plus now you gain a stackable DR 10/epic.
**EDIT***
Ninja'ed! Yep, you gain DR 10/epic when you are brought below 0 so you are at -8. But you are NOT unconscious thanks to Hard to Kill...but you ARE staggered.
Mari, yeah in that case assume the fire elemental stepped up to D16 to attack and miss.
Mari's skillful attempt at tumbling away from the elemental fails and it slams down again...
AoO 1d20 + 7 ⇒ (14) + 7 = 21
Damage+Burn 1d6 + 1 + 1d6 ⇒ (4) + 1 + (6) = 11
Mari, Reflex save DC14 or take burn damage for 1d4 ⇒ 4 rounds.
Mari you lose the move action since you failed the Acrobatics check. I moved you back to your position, and I WILL allow you to take a 2nd move action instead of the Standard you described since in RL this would have resolved before you declared the attack.
Dying: A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.
Stable: A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
Stable: A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
Since Hard to Kill automatically stabilizes anyone that's negative...and anyone that's no longer dying (i.e. stabilized) is NOT unconscious, Thomas is awake...just naked, in great pain, and is staggered.
Embok's bolt strikes the elemental in the head causing it to shriek.
Thomas, this quote is for you, if you want to change your action...
Staggered: A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Silas is up!