"We could try to sneak in the back door?"
Part 2: Payment Comes Due
You ascend the stairs to the door, which is unlocked. Ancient stains on the walls and floor, along with a few lingering metal loops driven into the walls, hint at how this empty chamber once functioned as a warehouse floor. The curved wall of the building’s tower disrupts the wall to the south, a single archway allowing access to the empty circular chamber within, where a circular wooden platform hangs by chains looped over pulleys above. The smell in here is awful, as is the filthy mess strewn across the floor. Apparently, this room has been used to dispose of garbage and waste for some time.
What at first appears to be a glistening mound of rotting rope and rags is heaped against the northern wall. However, as soon as you step into room, the mound rises up, revealing its true nature as an aberrant monstrosity made up of sticky, smelly strands of slime!
The creature has a Fetid Aura (aura, olfactory) 80 feet. A creature entering or beginning its turn in the fetid aura must succeed at a DC 31 Fortitude or be sickened 1; the creature also becomes enfeebled 1 until the end of their next turn. A creature that succeeds at its save is temporarily immune to the aura for 1 minute.

Rolls
Initiative (A, B, R, H, Enemies) - (d20+24, d20+21, d20+22, d20+20, d20+25)
d20+24 : (10) + 24 = 34
d20+21 : (8) + 21 = 29
d20+22 : (2) + 22 = 24
d20+20 : (5) + 20 = 25
d20+25 : (8) + 25 = 33
"Watch out! Over there!" she warns, pointing at the disgusting writhing mass.
Aurelia steps lightly across the cracked floor and with a sharp inhalation, she raises her silver ocarina to her lips. A low, solemn note swells, quivering in the thick air. The melody weighs down on the mind of the creature like approaching dread.
"The end finds all things… even you, beast," she says softly, before closing her eyes and shifting the song.
The next series of notes are strange, just off-key. The air ripples around the slime. Illusions, nightmarish and abstract, begin to swarm the creature’s vision: bones splitting, familiar shapes folding in on themselves like wet canvas. Then the notes stop, and she lowers the ocarina, her voice steady.
"See what lies behind the curtain."
Effect: The creature becomes Frightened 1. No Save. Frightened automatically lowers attack rolls, saves, and DCs by 1.
Actions 2 & 3: Cast Phantasmal Calamity - (2 Actions)
Target: The slime creature, Range: 120 feet, Saving Throw: Will save vs. DC 31
Rolls
DC 31 Fort - (1d20+19)
(12) + 19 = 31
Mental damage - (14d6)
(41665153122141) = 42
Rolls
Secret Roll
Will vs Calamity - (d20+24-1)
(6) + 23 = 29
Psuedopod vs Yarth - (d20+28-1, d20+23-1)
d20+28-1 : (4) + 27 = 31
d20+23-1 : (5) + 22 = 27
Action 1: Manipulate - Draw Weapon
Action 2: Exploit Vulnerability
Action 3: Strike (+2 DMG from Regallia)
Rolls
Fortitude - (1d20+21)
(13) + 21 = 34
+2 Greater Flame-Striking Longsword - Atk/Dam - (1d20+26, 3d8+8+6+2, 1d6)
1d20+26 : (17) + 26 = 43
3d8+8+6+2 : (673) + 16 = 32
1d6 : (3) = 3
Esoteric Lore (Cha) (Recall Knowledge) - (1d20+23)
(13) + 23 = 36
Esoteric Lore (Cha) (Exploit Vulnerability) - (1d20+23)
(5) + 23 = 28
The thaumaturge quickly moves in and delivers a critical hit, his flaming sword slicing deeply into the furnerico's quivering mass and setting it ablaze!
Rolls
Fortitude Ramank - (1d20+24)
(16) + 24 = 40
Fortitude Yarth - (1d20+22)
(2) + 22 = 24
Yarth Claws - Atk/Dam - (1d20+22, 3d8+6+6)
1d20+22 : (16) + 22 = 38
3d8+6+6 : (483) + 12 = 27
Yarth Bite - Atk/Dam - (1d20+22-4, 3d6+6+6)
1d20+22-4 : (13) + 18 = 31
3d6+6+6 : (645) + 12 = 27
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration 1 minute
Ice and bone-deep cold assail the target, freezing it from the inside out. The frosty assault deals 10d6 cold damage, subject to the target's Fortitude save. After the effects are resolved, the target is temporarily immune for 1 day.
Critical Success The target is unaffected.
Success The target takes half damage and is slowed 1 for 1 round. The spell ends.
Failure The target takes full damage, is slowed 1, and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure), to a maximum of slowed 4. On a success, the slowed condition decreases by 1. If at any point the slowed condition is reduced to 0, the spell ends.
Once a creature's actions are reduced to 0 by this slowed condition, the creature is completely encased in ice. It continues making saves against glacial heart, possibly allowing it to reduce its slowed condition enough that it can act. This ice has Hardness 4 and 8 Hit Points, and its DC to Force Open is your spell DC. Breaking the ice frees the creature and ends the spell. If someone other than the target breaks the ice from outside, the target is stunned 1 and takes any damage dealt by the breaking effect in excess of the ice's Hit Points.
Critical Failure As failure, but the target takes double damage and is initially slowed 2.
Rolls
Fortitude DC 31 - (1d20+21)
(20) + 21 = 41
Glacial heart damage - (10d6)
(6462213311) = 29
Aurelia may still act this round.
Actions 2 & 3 Dagger attack at (+1 for 1st attack from Guidance).
Rolls
Attack 1 Dagger Slashing, Damage - (1d20+18, 1d4+3)
1d20+18 : (20) + 18 = 38
1d4+3 : (1) + 3 = 4
Attack 2 Dagger Slashing - (1d20+13, 1d4+3)
1d20+13 : (5) + 13 = 18
1d4+3 : (3) + 3 = 6
The creature lashes out at Yarth, bashing him twice! It seems to feed off the sweet sickness emanating from the eidolon, bolstering its vitality. The flames from Horace's sword burn the furnerico before sputtering out.
Rolls
Fortitude vs Glacial Heart - (d20+28)
(17) + 28 = 45
Pseudopod vs Yarth - (d20+28, d20+23)
d20+28 : (5) + 28 = 33
d20+23 : (12) + 23 = 35
Damage - (3d12+14, 3d12+14)
3d12+14 : (163) + 14 = 24
3d12+14 : (227) + 14 = 25
Persistent Fire Damage, Recovery - (2d10, d20)
2d10 : (69) = 15
d20 : (20) = 20
Bekassine
Saving Throw Reflex; Duration sustained up to 1 minute
Freezing sleet and heavy snowfall collect on the target's feet and legs, dealing 1d4 cold damage and other effects depending on its Reflex save. Once this spell ends, the target becomes temporarily immune for 1 minute.
Critical Success: The target is unaffected.
Success: The target takes half damage.
Failure: The target takes full damage, and takes a –5-foot circumstance penalty to its Speeds until the spell ends.
Critical Failure: The target takes double damage and a –10-foot circumstance penalty to its Speeds until the spell ends.
Range 30 feet; Targets 1 creature
Duration 1 minute
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.

Rolls
Clinging Ice - (7d4)
(2232321) = 15
Action 1: Intensify Vulnerability (Tome) - rolling a d20
Action 2: Strike, 35 slashing damage, 5 fire damage
Action 3: Strike #2, 30 slashing damage, 2 fire damage
Haste Action: Using the result of 20 from Intensify Vulnerability, 32 slashing damage, 1 fire damage (crit)
If his recall knowledge is a success, his first attack is a total of 33. Using the natural 20 from Intensify Vulnerability on his final strike should give him a crit there!
Rolls
+2 Greater Flame-Striking Longsword - Atk/Dam - (1d20+26, 3d8+8+6, 1d6)
1d20+26 : (6) + 26 = 32
3d8+8+6 : (786) + 14 = 35
1d6 : (5) = 5
Tome Intensify Vulnerability - (1d20)
(20) = 20
Esoteric Lore (Cha) - Free Recall Knowledge for +1 Attack - (1d20+23)
(15) + 23 = 38
+2 Greater Flame-Striking Longsword - Atk/Dam (2nd attack) - (1d20+21, 3d8+8+6, 1d6)
1d20+21 : (18) + 21 = 39
3d8+8+6 : (475) + 14 = 30
1d6 : (2) = 2
Strike #3 - Damage Only - Attack is a result of 20+16 - (3d8+8+6, 1d6)
3d8+8+6 : (576) + 14 = 32
1d6 : (1) = 1
A search of the room in the aftermath of the fight reveals a pair of magical boots discarded in a corner of the warehouse. These are propulsive boots.
Aurelia spots the forlorn pair of magical boots crumpled in the corner and points at them.
"Well done, Horace, and to all of us. A formidable foe defetaed, I'd say. "
"But this can't be all could it? If you leave behind protection, you should have something to protect."
The circular elevator chamber opens out into a basement lined with thick wooden beams. A tangle of support beams and rafters crisscross in the upper half of the ceiling twenty feet above. Left and right, between the beams extend long, thin storage areas, their shelves emptied. To the north, the hallway ends at a door, across which a symbol in the vague shape of a skull with a black triangle over its lower face has been drawn with fresh, black paint.