Traveling Drummer |
"Yarroth, any clues as to how our quarry have been passing through here? I'm not thrilled at bactracking to the wheel."
Yarroth the Younger |
"Give me a second and I will look." Yarroth examines the floor, not only for signs of movement, but also for any traps or secret ways to open the portcullis.
Survival-Tracking: 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Traveling Drummer |
"Let's think this through. We're following a human. She can't just pass through a solid portcullis. There weren't tracks leading to the wheel. So either she didn't come this way, or there's a way through from here, or something that doesn't leave tracks went to the wheel."
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
But today I'm better at using my brain than my eyes, apparently.
DM Deinol |
The pool is surrounded on all sides by about 5 feet of floor. The door is recessed about 2 feet into the south wall, and the portcullis is flush with the wall. You don't see any levers or mechanisms to open it.
You glance into the pool. Your reflection appears desiccated, almost skeletal. It flashes you a wicked grin before drawing its longsword and stabbing the reflection of Yarroth beside you. You are overcome with a sense of dread. You must flee screaming toward the entrance of the dungeon.
As you enter the room you catch a glimpse of yourself in the pool. You appear rotten, your flesh hanging loose from your bones. Your reflection turns and bashes Anton with its mace several times on the back of his head.
As you peer warily into the pool you notice your reflection. Your skin is pale, but your eyes glow a sickly green. With a gesture a dark energy spreads along the pool to the others. Their reflection writhe in pain, choking.
As you examine the room you glance at the pool. Your reflection appears much like the putrid zombies you just defeated. Your image draws his bow and begins shooting the reflections of the others one by one.
Traveling Drummer |
Recognizing that there is a sight-based illusion at work here, Drummer begins a cheery dace to distract his teammates from the horrid visions in the pool.
Using the bard's distraction ability. Is it just me, or do bards come off as a little crazy?
Perform 1d20 + 6 ⇒ (11) + 6 = 17
Anton Viello |
A look of sheer horror comes over Anton's face as he glances something in the pool, and he immediately breaks off running towards the entrance.
No! "Noooo! NO!"
I was going to type "Aiieeeee!" but it didn't seem to fit with my character very well. 'Bravery' didn't seem to help too much, either.
Traveling Drummer |
Drummer follows the party out of the room.
"To the wheel, then?"
Knowledge of something to see if I understand what was going on there?
1d20 + 2 ⇒ (13) + 2 = 15
DM Deinol |
[spoiler=Drummer]There seems to have been some sort of enchantment on the pool, but you don't recognize the spell.[/ooc]
The sound of Anton's yelling fades as he moves away from the room. The racket seems to have alerted something, as strange screeching noises come from the southern door. You see movement through the crack under the door. All of a sudden a horde of small bats come swarming out from underneath the door, clearly quite agitated.
Drummer Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Tarric Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Yarroth Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Bats Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Drummer you are at the north end of the room since you started to leave. Tarric and Yarroth are in the middle room. Anton is busy running away. Drummer and Yarroth are up first.
Traveling Drummer |
I thought about waiting to see if the bats were just alarmed by the screams but you know, to heck with it. I'm casting sleep and dropping 4HD worth of these bad boys (DC 15 will save negates)
Drummer calls out an arcane rhyme and a pale blue fog envelopes the bats.
After all, what normal frightened bat crawls under a door to rush TOWARD the scary sounds? This is the second of my allotted 1st level spells, since we got a refresh after the bloody skeleton fight.
Yarroth the Younger |
Taking a firm grip on his mace, Yarroth swings at the mass of bats, hoping to drive them away.
Attack-Melee: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
DM Deinol |
Anton – You'll be out for this fight, but you'll recover after a few rounds.
A large clump of bats fall to the floor, asleep. Yarroth smashes a single bat, which seems inconsequential to the mass of bodies that envelope him. He suffers numerous cuts which don't stop bleeding.
Yarroth damage : 1d6 ⇒ 5 and 1 bleed. DC 11 Fort save or be nauseated.
Yarroth the Younger |
Fort Save: 1d20 + 3 ⇒ (20) + 3 = 23
Yarroth staggers back from the hoard of bats, many small cuts cover his arms and neck....and they seem to still be flowing freely.
"Ummm...little help here?!" he mummers, trying not to throw up his last meal.
Tarric Abol |
What would normally drive bats away?
Yarroth grabs at one of the bats in an effort to see what it looks like, knowing that with a quick look he might know something about the beast.
Touch bat 1d20 + 3 ⇒ (13) + 3 = 16
Knowledge: Dungeoneering (LoreKeeper, recall about specific creature with a knowledge check of 20) 1d20 + 6 ⇒ (5) + 6 = 11
"Loud noise? Fire? Bright light?"
Traveling Drummer |
How long would it take to light a torch? How many of the bats did my sleep drop? Trying to think of a better choice than just running away, but not much is coming to me.
Yarroth the Younger |
Yarroth is falling back, trying to get out of the mass of bats and bind his wounds...he saw how completely ineffective his attack was, and does not have any torches to fend off the bats.
Heal: 1d20 + 6 ⇒ (8) + 6 = 14
Yarroth cuts off a portion of his cloak to use as a bandage to try and stem the flow of blood from the bat bits he took.
Traveling Drummer |
Stopping these from cutting any more of us is worth as many hit points as another CLW... Last spell of the day.
Drummer concentrates and tries again. Again he recites arcane words, and againg the blue mist forms around the remaining bats.
Tarric Abol |
Tarric lumbers over to Yarroth, grabs his arm and begins bandaging it.
Heal vs. bleed 1d20 + 7 ⇒ (4) + 7 = 11
"If this doesn't work, I will pray over it and see how that does."
"They must be blood drinkers, that is why the wounds they cause bleed so freely, there is something in their bite that retards healing. Is someone going to smash the little buggers, or throw them into the pond? I have read that these vampiric bats can be devastating to domestic animals in large numbers."
Traveling Drummer |
"Wharever you do, be quick. They should sleep a couple of minutes. I'll go find Anton before he breaks his neck in the dark. Let's meet back by the spiraling text two rooms back."
Anton Viello |
Drummer finds Anton sitting in a corner, his arms wrapped around his legs tightly. He is rocking back and forth, muttering - "Some kind of magic...magic...so afraid...a trick!...just a trick...so very afraid."
Seeing Drummer he pulls himself together. "I just couldn't help it, you know? I'd never willfully abandon you all in a fight."
He proceeds with Drummer to the rendez-vous point.
Traveling Drummer |
"Don't worry, Anton. I've fled from lesser horrors than that. Besides, you didn't miss any fighting. There was just a swarm of flesh-eating bats, against which another sword would not have been any help. Truth to tell, we probably all should have run."
Yarroth the Younger |
"Your telling me!!, Yarroth mutters, as he stumbles into the room with Drummer and Anton. He sits down heavily, and re-checks the bandages over the numerous bat bites.
Traveling Drummer |
"Well, men. Whether it thrilled me or not, it looks as if we've backtracked anyway. Shall we proceed to the wheel, then? Given how badly defiled this once-noble place has become, I suspect some sort of trap. Step carefully."
DM Deinol |
Traveling Drummer |
"I don't trust this water. Give me a moment..."
Drummer takes a sling stone from his pouch and sings softly to it. After a moment, the glow from his mace leaps to the stone. Satisfied that the magic has taken, Drummer tosses it down the north hall into the water.
In case it matters, perception check: 1d20 + 2 ⇒ (7) + 2 = 9
Well, that sucked.
Yarroth the Younger |
Yarroth shakes his head and smile at the plump priest. "Be ready for the big frog when we get this door open, I do not wish to be mistaken for a giant fly!!"
Not sure what we roll to break a door down.
DM Deinol |
Anton slams into the door and it shatters open. The room is filled with water, probably as deep as the outside corridor. The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus. A creature sitting atop one of the sarcophagi looks like a normal frog, with moist, mottled, blackish-green skin, but grown to truly monstrous size. The frog croaks angrily at your disturbance and looks ready to attack.
Frog Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Anton Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Drummer Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Frog Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Yarroth Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Frog To Hit Anton: 1d20 + 3 ⇒ (2) + 3 = 5
The frog's long tongue snakes out toward Anton, but he quickly ducks and it sails harmlessly over his head.
Yarroth the Younger |
Yarroth quickly slams an arrow onto his bow and shoots the giant frog, he also calls out to the others;
"Watchout!! There are 2 more beasts lurking under the water"
Attack-Ranged: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Traveling Drummer |
"By the gods, how could this place have slipped so far in just a year?"
Wary of the giant frogs, Drummer slings a stone at the clearest target
1d20 + 2 ⇒ (1) + 2 = 3 to hit
1d4 ⇒ 4 damage
and misses completely.
Anton Viello |
Trying to keep his momentum going from breaking the door down, while ducking from a limy tongue lashing out at him, Anton lunges at the frog perching on the sarcophagus lid.
"For Kassen!" he cries, putting all his strength into a savage downward slash.
Power Attack 1d20 + 7 ⇒ (19) + 7 = 26
Confirm Critical (Longsword 19-20 2x) 1d20 + 7 ⇒ (5) + 7 = 12
Damage 1d8 + 6 ⇒ (7) + 6 = 13