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Rishh lumbers into the chamber, and immediately examines the floor for tracks and clues as to what dwells down here.
Survival Check: 1d20 + 7 ⇒ (19) + 7 = 26
Survival +7 (+1 Rank, +3 Class Skill, +2 Wis, +1 Track)
*Add 2 if undead are involved (Favored Enemy)
Rishh continues to listen for the moaning while he checks for tracks
Take 10 - Perception = 10 + 8 = 18
*Add 2 if undead are involved (Favored Enemy)
If the moaning sounds humanoid, Rishh will call out to it...
"Do you require assssisssstance?"
Otherwise he will not.
Middle passage is okay as long as we don't need to rescue anyone.

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Yumna follows into the central chamber, bringing light with her.
"Toward the noise or away from the noise seem to be our only choices."

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The floor bears an inscription spiraling out from the
pillar and written in Common. It reads: “To the south you
might take your ease, to rest and reflect on Kassen’s deeds.
To the east lies the wheel, to open the gate. To the west is
the resting place of Kassen, hero of the Fangwood.”
as slithren looks ofer the piller and the room.
eastern passage finds that
it begins to slope down a bit after leaving this chamber
and that water has collected in the corridor, growing
deeper as the passage continues. This is the source of the
dripping noise, as the ceiling appears to be leaking in
many places. a strange echoing gurgle comes from the east as well, but
it is relatively faint. To the south, nothing can be heard
or seen. To the west, the stench of rot grows stronger
the closer the you get to the mouth of the corridor, but
nothing can be heard from that direction

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Rishh thinks quietly for a moment, and then announces
"I'm removing my armourssss..any enchantments available to take itsss place....judging from the noisessss...somethingsss in the waterssss"
Rishh Removes his backpack, Chain Shirt, and Hunga Munga X3, but he retains his MWK Bec De Corbin, his Barbed Vest, and Punching Dagger.
Rishh awaits a response to his query, but makes it clear that he intends to get wet...
Total Weight Carried reduced to 17 lbs.
MWK Bec De Corbin 12lbs
Punching Dagger 1lb
Barbed Vest 4lbs

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Bela will assist Rishh in his endeavor to undo himself of the cumbersome layers of protective gear. "There we go, good sir! Now, yes, it does sound like something lives down those horrid corridors so let us be on our toes!"
Not that time is an issue here, but having someone help you cuts the time it takes to remove armor in half ;)
Also, I'm down with going east.

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Rishh expresses his gratitude to Bela for his thoughtful assistance, and he heads for the North corridor.
He listens through the door...
Perception Check: 1d20 + 8 ⇒ (11) + 8 = 19
+2 bonus if Undead
He examines the door for traps
Perception Check: 1d20 + 8 ⇒ (6) + 8 = 14

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"Ha. Prodigious size is not needed to best this watery corridor."
And so the wizard follows with arcane powers dancing on the tip of his fingers, waiting to be unleashed.

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"You can do it, I believe in you, Rishh!"
Bela knew that the power of motivation was a kind of magic all of its own.

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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.
The water is 3 feet deep. Medium creatures treat each
square in this room as difficult terrain; Small or smaller
creatures must move through the water using their Swim
skill. Regardless of a creature’s size, the water hinders
any action requiring an Acrobatics check (increase the
DC by +2). The hole in the ceiling eventually leads to a
pond on the south side of Serpent Gorge, which is the
source of the water and the hungry creatures now living
in this room.
bela init: 1d20 + 2 ⇒ (5) + 2 = 7
rishh init: 1d20 + 2 ⇒ (13) + 2 = 15
yumna init: 1d20 ⇒ 1
slithren init: 1d20 + 4 ⇒ (18) + 4 = 22
ander init: 1d20 + 1 ⇒ (19) + 1 = 20
gm init: 1d20 + 1 ⇒ (13) + 1 = 14
Round 1
Knowledge nature to identify
Bokd may act
slithren
ander
rishh
Gm
Bela
Yumna
map updated

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Move Action: Rishh hands his polearm to Ander for safe-keeping.
he whispers to the cleric
I may need it back if things get tricky... (free action)
Rishh readies his Punching dagger (Move action)
Question: Can Rishh tell if they are medium or small sized?
Rishh's knees collapse, and he submerges beneath the three feet of water.
(assuming a free action since it takes little time/effort, and his lack of buoyancy helps)

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Thre red moves up and bites at ander
atk: 1d20 + 3 ⇒ (5) + 3 = 8
Missing him
The blue moves up and bites at slithren
atk: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 + 2 ⇒ (4) + 2 = 6
grab: 1d20 + 3 ⇒ (8) + 3 = 11
Thr frog manages to take a chunk of ratkin but cant keep ahold of him.
The black sends out his tongue to try and get him some food.
atk tongue: 1d20 + 3 ⇒ (14) + 3 = 17
grab: 1d20 + 7 ⇒ (8) + 7 = 15
Hitting slithren and rapping him up in his tongue.
Round 1
Knowledge nat to identify
Bold may act
Slithren -6hp
Ander
Rishh
Gm
Bela
Yumna

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"Giant frogs ... really now?! Begone, foul creatures!" and with a flourish, Bela conjures forth a splash of acid.
Move action: move
Std action: cast Acid Splash
Ranged Touch attack vs Black Frog: 1d20 + 2 ⇒ (7) + 2 = 9
Acid dmg: 1d3 ⇒ 3
Sleep has a 1 round casting time and I got this feeling they'll be gone before then.

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Yumna advances down the hall and wades into the water to defend Slithren. He slices at the nearest toad of unusual size.
Scimitar: 1d20 + 2 ⇒ (3) + 2 = 5
S: 1d6 + 2 ⇒ (4) + 2 = 6

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Thin leather flaps keep the hundreds of tiny, fishhook-like needles dotting the surface of this black vest from harming you while you wear it. However, any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. Any creature swallows you it takes 1 point of damage each round until it either spits you up, you escape, or you die (at which point the vest has sustained enough damage to no longer serve as a threat). The vest can only be worn over light armor or no armor.
Rishh (and Vest) swim underwater, and assume that he cannot be seen since the frogs appear to be above the surface.
Rishh swims over to the platform...sarcophagus...thingy..
swim check: 1d20 + 2 ⇒ (2) + 2 = 4
Then again...maybe not.

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In this case I wanted to swim voluntarily so I could be underwater and not be seen to avoid grappling AOO's, but things got crowded so it became moot...so here I am underwater lol and no place to swim to except to the platform or whatever it is. My main weapon is a reach weapon,
and Reach + Difficult Terrain = Bad combination (No 5 ft step and no room to keep weapon at correct range...so grappling seemed to be a good option with the water there to keep my grapple initiation concealed.

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Since the water only provides Difficult Terrain effect (2x movement cost), it's < 4 ft deep and will not provide cover, as >=4 feet provides cover and applies a 4x movement cost.

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cover is not required to negate AOO's. Its a common sense matter of whether they can see underwater when they are in fact above the water. Its kind of like being outside of their field of vision. A perception check made as a reaction for instance could establish awareness when awareness is questionable. There are underwater mechanics for combat in place. They dont work the same as above water. But using those isnt my call.
Rishh stands up from swimming position and waits to see if any space opens up.

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"If you insist," Yumna drops the masterwork scimitar into the water and pulls out Slitheren's wand of healing, which she activates and touches the ratfolk on the shoulder.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Map: Those rectangles are sarcophagi that can be climbed on/over

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slithren shoots and scores a hit
ander misses as he swings his blade
rishh delays
red atks ander
atk: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 + 2 ⇒ (1) + 2 = 3
grab: 1d20 + 3 ⇒ (9) + 3 = 12
red takes a bite of ander and latches ander in his mouth.
black maintains his hold on slithren
grab tongue: 1d20 + 7 + 5 ⇒ (4) + 7 + 5 = 16+5 maintain bonus
blue goes in for another taste of ratkin
atk: 1d20 + 3 ⇒ (4) + 3 = 7
and misses
Round 2
Knowledge nat to identify
Bold may act
Slithren -6hp
Ander -3hp
Rishh
Gm black -6hp
Bela
Yumna

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Bela wiggles his fingers and unleashes a splash of acid at one of the hungry frogs. "Press on, comrades, press on!"
Std action: cast Acid Splash (ranged touch attack, acid dmg)
Ray Touch Attack vs Black Frog: 1d20 + 2 ⇒ (12) + 2 = 14
Acid Damage: 1d3 ⇒ 2

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Round 3
Knowledge nat to identify
Bold may act
Slithren
Ander -10hp
Rishh
Gm
Bela
Yumna
Ander swings and cant get his blade to land a blow on the frog.
Slithren shoots the black at point blank range and splatters frog bits all over the place.
Rishh waits to move.
Red tries to bite ander
atk: 1d20 + 3 ⇒ (18) + 3 = 21
dam: 1d6 + 2 ⇒ (5) + 2 = 7
grab: 1d20 + 3 ⇒ (14) + 3 = 17
The red bites into ander and is able to hold on to him in his mouth.
Blue tries to bite slithren
atk: 1d20 + 3 ⇒ (12) + 3 = 15
But misses