| Brayken |
Brayken move closer to the door and tries to catch the fleeing Quinn before he disappears.
I don't have a weapon I can use it with.... (grrrr), but Brayken does have stand still as a feat. So if he can use it...
CMB: 1d20 + 6 ⇒ (7) + 6 = 13
| GM Kip |
Venedictos and Brayken move to block the exits and Quinn does a few laps of the catacombs before calming down.
Samuel steps into the pool room and with his detect magic spell he watches as a spell emanates from the pool. The spell washes over him but he shakes off the worst of the effects, only feeling the chill of fear for a few seconds. As the dark grey aura of the spell lingers he is able to study it.
The passageway leading out of this chamber to the south is blocked by an Iron portcullis.
This pool is polluted with Necromantic energy. It's casting a Cause Fear spell as people enter the room.
| Samuel Soulkeeper |
"People, this water is poluted. It casts cause fear spells on those entering the place. We need to purify the water, but I don't have such spell, I wonder if bless water will work." Samuel tries to calm Quinn and inspects the iron portculis.
Perception: 1d20 + 0 ⇒ (4) + 0 = 4
| Samuel Soulkeeper |
Samuel tries to help Venedictos on assessing how his spells can help in this situation.
K. arcana: 1d20 + 10 ⇒ (16) + 10 = 26
| GM Kip |
@Venedictos: You can't be sure if either of those will work or not.
@Samuel: You know that Dispel Magic would suppress the effect for a time. Remove Curse would permanently end the effect. You can't determine if bless or channel energy would work with your arcane knowledge.
The portcullis seems very sturdy. The iron bars are thick and heavy though a particularly strong person might bend them.
| Samuel Soulkeeper |
"I don't know if bless or positive energy will work. Quinn, perhaps you can break the portculis."
| GM Kip |
Not sure if the polluted pool is the hold up or if everyone is just busy... Let's call the pool as dealt with for now. With Samuels warning not to look into it, everyone can pass through this room without making a Will save as long as they are not in a stressful situation. (A sort of taking ten...)
| Samuel Soulkeeper |
After warning the others, Samuel approaches the portcullis and places his shoulder against the iron bars. He then starts pushing with all his strength.
Strength aid: 1d20 + 0 ⇒ (4) + 0 = 4
| Quinn Garside |
Just notice my post was eaten or something
Quinn jumps up, smiling at the opportunity to be helpful, though he is still very wary of the pool.
He directs the others to push here or pull there on the count of three,
"One. Two. Three!"
Str: 1d20 + 3 ⇒ (7) + 3 = 10
| Samuel Soulkeeper |
"Let's try again!" Samuel tries to push again with all his strength.
Strength: 1d20 + 0 ⇒ (20) + 0 = 20
| Brayken |
Brayken smiles at the efforts before steping in to help.
Strength (aid?): 1d20 + 4 ⇒ (2) + 4 = 6
"Bloody heavy gate, maybe there's a switch somewhere?"
| GM Kip |
Though the party strain at the bars with a combined effort the portcullis refuses to be lifted or bent and there doesn't appear to be any winch in this room to raise it.
The room on the other side of the bars appears to be second catacomb burial area. There appears to be a fissure in the roof from which comes a rustling noise.
Where to next? There are two unexplored paths to check out from the first room of the lower level. The eastern passage from the first room does lead to where Samuel had an encounter with some giant frogs but their lair may be able to be passed by.
| Samuel Soulkeeper |
Perception: 1d20 + 0 ⇒ (4) + 0 = 4
After a good while pushing Samuel seems totally will defeated "Uff... This is nonsense effort, it's not gonna move." Thinking for a moment "Maybe we should go back and check the frogs way."
Samuel relaxes and follows whomever takes the lead.
| Brayken |
perception: 1d20 ⇒ 3
"I thought we might want to clear out the frogs anyways. Let's take care of them now," Brayken states as he carefully leaves the room and heads to the left branch of the round room.
| GM Kip |
The party makes their way back through the dark crypt to the circular "crossroads" chamber and past it into a flooded passageway. In both directions the water grows deeper till it is about two feet deep. Samuel can tell the party that the door to the north leads to the frogs lair.
It may be worth noting the inscription on the floor of the circular room again as you pass through. 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."
| Samuel Soulkeeper |
Samuel re-reads the inscription. "That has much more sense now. Perhaps we can go rest to the south after the frogs. I guess the gate to open is the said portculis."
The man hears at the door.
Perception: 1d20 + 0 ⇒ (20) + 0 = 20
"They are definitely still there. We should prepare."
Samuel starts chanting arcane words and touches Brayken, when he finishes, the human fighter enlarges multiplying his size by two. "That's an enlarge person spell. Take advantage of it, it will last for around two minutes."
@Brayken: +2 Str, +2 Con, -2 Dex, -1 size AC, -1 size to hit, increase natural reach by 5' and weapons size damage by one step
| Samuel Soulkeeper |
Seeing noone else acts, opens the door, "Go go go in!" and steps inside not going far from the entrance before the others come in.
| Brayken |
Brayken gives a low chuckle as the spell takes effect. "Thiz feels pretty good. Why didn't you use it earlier?"
Slightly distracted he doesn't start moving until after Samuel and Quinn are in the room. "Watch out, I'm coming in." He bellows before trying to squeeze through the door, breaking a bigger hole as necessary. When in the room he lashes out at the first frog like thing he sees.
Enlarged, two-handed power attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d12 + 10 ⇒ (5) + 10 = 15
| GM Kip |
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 three feet deep in this room, every square counts as difficult terrain for everyone except Brayken. The Three stone sarcophagi should be easy to spot on the map, medium characters will have to move about them, they will count as difficult terrain for Brayken. Don't bump your head on the ceiling Brayken :)
Brayken 1d20 + 2 ⇒ (19) + 2 = 21
Faunra 1d20 + 2 ⇒ (2) + 2 = 4
Giant Frogs 1d20 + 1 ⇒ (11) + 1 = 12
Quinn 1d20 + 2 ⇒ (2) + 2 = 4
Samuel 1d20 + 2 ⇒ (11) + 2 = 13
Ven 1d20 + 1 ⇒ (8) + 1 = 9
Faunra 1d20 ⇒ 17
Quinn 1d20 ⇒ 9
Initiative:
Brayken
Samuel
Giant Frogs
Venedictos
Faunra
Quinn
Brayken swings at the first Frog he sees,(H4)his enlarged Glaive slicing into its chest and neck. Blood pumps from the wound and it collapses into the murky water.
EDIT: Brayken you should be rolling 2d8 for your glaive when enlarged. New dmg: 2d8 + 10 ⇒ (3, 3) + 10 = 16
Samuel is up!
The frog in H4 is dead. I only adjusted for damage after making the map, sorry
| Samuel Soulkeeper |
Staying in place Samuel and says some arcane words. A dart of acid launches from his hand towards the frog in front! "Frogs of the demon, you will suffer for what you did me!"
acid dart, ranged touch: 1d20 + 3 ⇒ (13) + 3 = 16
acid: 1d6 + 1 ⇒ (2) + 1 = 3
| Samuel Soulkeeper |
| 1 person marked this as a favorite. |
Just realizing the frogs are heading towards him before his group can help him, Samuel profits his remaining move action to move behind Venedictos. "I will not make same error twice frog! Hahahaha!"
| GM Kip |
Combat Map
Samuels Acid dart hits the frog full in its body sizzling its flesh. Then Samuel dashes out of the room taunting the frogs as he goes.
The Frog in G1 stays put but lashes out with its tongue trying to grab Quinn.
Grab: 1d20 + 7 ⇒ (2) + 7 = 9 BOOOOOOO! lol
Quinn deftly steps to the side of the flailing tongue.
The other Frog hops up to Brayken to try and bite the giant man.
Take an AoO please Brayken.
Bite: 1d20 + 3 ⇒ (5) + 3 = 8 Again BOOOOOO!
Venedictos's music fills the chamber inspiring everyone to greater actions.
Initiative: Faunra and Quinn are up, then its everyone else again.
Dont forget to add +1 to Attacks and Damage.
| Faunra Chorval |
Faunra attacks the frog that tried to grab Quinn with her longsword.
attack: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d8 + 4 ⇒ (1) + 4 = 5
Crit?: 1d20 + 6 ⇒ (7) + 6 = 13
crit damage: 1d8 + 4 ⇒ (8) + 4 = 12
| GM Kip |
Quinn throws a javelin which splashes into the water next to the frog
Faunra moves in hefting her Longsword and slashing at the frog that lashed it's tongue at Quinn. Her blow slashes through its chest and it sags into the water dead. The Crit was confirmed
Brayken and Samuel are up. Faunra has moved to E1. Don't forget to add +1 to Attack and Damage.
| Samuel Soulkeeper |
Samuel moves to F1 and launches another acid dart at the remaining frog.
acid dart, ranged touch+Inspire courage: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
acid: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
"Take that evil creature!"
| Brayken |
Brayken is going to take his AoO before trying to finagle a way to attack from 15' reach...
Brayken slices at the large frog as it galumphs closer.
Enlarged, power attack, inspire courage AoO: 1d20 + 8 ⇒ (3) + 8 = 11
Enlarged, power attack, inspire courage, damage: 2d8 + 11 ⇒ (8, 3) + 11 = 22
Too close to the 13 which hit to call, personally... If it doesn't connect:
Brayken laughs some at the hole he left in the wall. He pauses for a second to think, while the frog misses comepletely, and then takes the butt of his glaive and tries to push the frog back.
"You're too close little froggy, I can't hit you if you stay right next to me."
Reposition: 1d20 + 7 ⇒ (20) + 7 = 27
Reposition combat maneuver, eating an AoO... hoping to push the frog back two spaces (10', or 5 over the thing's CMD) so he is in range of Brayken's weapon again. Dangit there's the high roll...
| GM Kip |
AoO : 1d20 + 3 ⇒ (5) + 3 = 8 Booooooo!
Brayken pushes the frog back ten feet (to H4) the frog attempts to bite him as he does but Brayken is too quick.
Samuel steps back into the room and fires an acid dart at the last frog. The frog croaks in pain as its skin sizzles.
The frog, having no luck attacking Brayken and now burning with acid withdraws to cower in the corner.
Faunra is in F1, Samuel is in E1, The last frog is in J1
Sorry everyone I'm out of town running games with Quinn's player and I haven't had time to update the map.
The Frog in G1 is dead
Venedictos, Faunra, and Quinn are up
| Venedictos |
Venedictos moves in somewhere along the 4 rank, levels his glaive at the frog, and blasts it with lightning.
Touch attack: 1d20 ⇒ 11
Damage: 1d6 ⇒ 4
With his singing stopped, the bonuses fade. Perhaps someday he'll learn how to manipulate the song to keep ringing through the air after he stops.
| GM Kip |
The Lightning sears into the frog burning a black spot into its side. It hops frantically trying to reach a fissure in the roof that would allow it escape.
| Samuel Soulkeeper |
Seeing the frog is trying to run away "Perhaps we can give this combat as won. Run, run little thing of hell!"
If so Samuel looks for the lever that opens the portculis.
Perception: 1d20 + 0 ⇒ (3) + 0 = 3
| Brayken |
Sorry for the delay but I'm willing to bet he either provoked or withdrew. If he provoked:
"I've heard frog legs are a delicacy, but I've never had the chance to try them." Brayken rumbles as he slices at the frog running away from him. Non-power attack AoO: 1d20 + 9 ⇒ (1) + 9 = 10 Damage: 2d8 + 7 ⇒ (6, 7) + 7 = 20
If he withdrew, then Brayken heads to the portcullis room hoping to smash more things before his spell wears off.
| GM Kip |
The frog withdrew. It looks suitably cowed and unlikely to cause any more trouble as it hops frantically in the corner trying to be as far from everyone as possible.
Brayken moves to the south door looking for worthy opponents to crush before Samuels spell wears off. He throws it open and wades down the hall ignoring a room to his right as he sees no foes there. He bursts into a larger chamber at the end of the hall. Six skeletons rise up out of the murky water and turn in his direction.
This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.
Faunra 1d20 + 2 ⇒ (10) + 2 = 12
Quinn 1d20 + 2 ⇒ (1) + 2 = 3
Samuel 1d20 + 2 ⇒ (13) + 2 = 15
Skeletons 1d20 + 6 ⇒ (3) + 6 = 9
Ven 1d20 + 2 ⇒ (12) + 2 = 14
Init: Brayken, Samuel, Ven, and Faunra are up.
| Samuel Soulkeeper |
Samuel starts casting a spell on place. A summoned eagle will appear next turn
| Brayken |
Brayken laughs and tries to slice the spine of the skeleton in B9.
Enlarged, power attack with inspire courage: 1d20 + 8 ⇒ (6) + 8 = 14
Power attack with inspire: 2d8 + 11 ⇒ (4, 7) + 11 = 22
hope their Damage reduction isn't to heavy...
| GM Kip |
The last thing you need to worry about at the moment is dmg reduction :)
Brayken swipes at a skeleton but the animated bones are nimbler than expected and it ducks low under the glaive.
Samuel starts summoning another eagle, chanting the spell to open a portal.
Venedictos begins another inspiring song that brings hope to his allies.
Faunra brings her sword about smashing through the torso of one of the skeletons.
Two of the skeletons move in through the murky water to attack. Swiping at Faunra and Brayken with their sharp finger bones.
Claw 1 v/Brayken: 1d20 + 2 ⇒ (10) + 2 = 12
1d4 + 2 ⇒ (3) + 2 = 5
Claw 2 v/Brayken: 1d20 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (3) + 2 = 5
Claw 1 v/Faunra: 1d20 + 2 ⇒ (12) + 2 = 14
1d4 + 2 ⇒ (3) + 2 = 5
Claw 1 v/Faunra: 1d20 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (1) + 2 = 3
The remaining three hang back.
Quinn is up and then back to the top, Brayken, Samuel, Venedictos and Faunra.