
Tamis Thimble |

Buoyed by their eventual success against the vile skeletons, Tamis starts to move off to the southwest, carefully looking for any traps or dangers on the way.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Tamis Thimble |

"Something is going on behind this door" Tamis whispers quietly.
"Plan? Do we really want to open the door?"

Wesley Furfoot |

Wesley summons a creature of fire from the elemental plane to light the way.
"Open it while the magical protection lasts."
Monster Summoning 2

Tamis Thimble |

"Alright, here we go." Tamis replies, taking a deep breath.
She slowly opens the door, and peaks through the gap.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19

DM Bigrin |

Tamis Thimble |

Tamis sneaks into the room and slowly heads towards the far tunnel, still careful for any traps.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Stealth: 1d20 + 15 ⇒ (11) + 15 = 26

DM Bigrin |

You all pile into the seemingly empty room as the rumbling gets louder. Wesley sent his fire elemental on ahead. The fiery body lit up the hallway in front of you and the source of the rumbling became clear. A piked metal ball rolled down the corridor, it's nearly 7-foot wide body taking up most of the corridor as it bounced from spiked tip to spiked tip. It plowed into the elemental and kept moving, barely slowed by the pseudo-solid flames.
Everyone needs to make a DC22 reflex save (adjusted by armor check penalties) or be hit by the ball and take 3d6 ⇒ (5, 2, 3) = 10 damage immediately.

Tamis Thimble |

"Gods, this place is just evil." Tamis mutters, trying to dodge the large spiked ball, but failing, a large spike clipping her shoulder, dying her shirt red again as blood pours from the wound.
Reflex: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20 Ooh so close

Tamis Thimble |

Tamis realizes a moment later that the ball likely had more momentum then she thought as her back hits the ground hard. this place is horrible
Fort: 1d20 + 9 ⇒ (12) + 9 = 21

Wesley Furfoot |

Ref/FORT if needed: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 3 ⇒ (12) + 3 = 15
Wesley is knocked down and prone along with his dog.
dog Ref/FORT if needed: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 3 ⇒ (7) + 3 = 10
Wesley 22/32hp Bill the Dog 3/13hp

DM Bigrin |

bob ref: 1d20 + 5 ⇒ (20) + 5 = 25
bob fort: 1d20 + 1 ⇒ (14) + 1 = 15
3d6 ⇒ (5, 2, 2) = 9
The spiked metal ball smashed into those of you clustered in the room, the metal spikes tearing into flesh as they collided. Only Bob was able to avoid the immensely heavy ball, stepping back into the doorway. Everyone else was thrown to the ground, with the exception of Evangline and Trihedron. The barbarian woman took the damage from the spike stoically, stepping back to allow the ball to continue past her. Trihedron, however, was caught completely flat-footed.
Instead of being knocked down or thrown aside, Tamis' sister was impaled on the foot-long spikes. Her body flapped and rolled with the ball as it continued into the room, then paused and reversed direction. Those that had been thrown to the ground by the ball's first pass were injured again as the ball reversed its direction and rolled back down the hallway, Trihedron's limp form being driven further and further onto the ball's spikes as it moved down the hallway.
Everyone who failed their Fort save were knocked prone, and then took another 9 damage on the ball's second pass (total of 19 damage so far)

Tamis Thimble |

Yay....
"TRIHEDRON!!!" Tamis screams as she watches in vain as her sister is impaled on the ball, tears start streaming down her eyes as she watches her sister's body go limp, metal spikes protruding from her back. Oh gods no, no, no. This can't be happening. Take the gnome, or the wizard, anyone but her.
Lost in her despair Tamis hardly registers the ball moving back towards her until she feels a spike enter her shoulder, leaving another bloody wound, but even that feels like a dull ache as she wallows in despair and saddness.

Wesley Furfoot |

Before Wesley's dog can get up it is smashed an bleeding again. Wesley is not able to avoid a second shot himself.
"Heal us so Bill won't get squished again."
13/32 Wesley NEG 6/13 Bill

Tamis Thimble |

Tamis is still lost watching her sister disappear into the darkness, tears staining her face. "I... but.... Torag, why did you do this?"

DM Bigrin |

Just to give you a reminder of what the area looks like, and what you can see (those of you who aren't blinded by tears) here's the map

Tamis Thimble |

How quickly is the log rolling at? slow enough to out run/ run after? 60 feet in 30 seconds.... so 18 feet/round?

Tamis Thimble |

"sniff. I'm not to be letting my sister's death be in vain. Let's get us around this horrible contraption."
My plan would be to hug the wall till it passes and then full on book it to the other end of the corridor at 3x speed (60ft/rd). should be able to outrun it and then deal with whatever it is on the other side.

DM Bigrin |

You time the rolling ball's motion, stepping to the sides as it entered the room. then, the survivors ran down the corridor. The ball rumbled behind you, seeming to pick up speed as it got closer. With a furious burst of speed, you enter the far chamber, the ball right behind. In the middle of the room was a large stone coffin, and everyone threw themselves over it. The spiked ball came to a stop a few inches from the coffin, then reversed direction, rumbling down the hall again.
Beside the coffin was the torn remains of Trihedron, the monk's body well and thoroughly mangled. It lay on top of another form, the moldering corpse of a small humanoid, mangled in a similar way to Trihedron's.

Abroshqualmie |

Abrosh checks the bodies just to make sure they are dead. Then he looks at the other to see if he can learn anything about it

DM Bigrin |

1d6 ⇒ 1
The corpse appears to be that of a halfling or gnome as Abroshqualmie turned it over to get a better look, a handful of finger-long grubs swarm from a hole in the body and attempt to burrow into Abrosh's hand. One of them manages to reach him before the gnome yanked his hand back.
Abroshqualmie needs to make a DC15 Ref save

DM Bigrin |

Abrosh takes 1d2 ⇒ 1 Con damage. Abrosh, and anyone who makes a DC10 perception check to see the grub, can roll a K. Dungeoneering check to see what these are and how to deal with them. The grub appears to be moving at a speed of about 4"/round.
The grub quickly burrowed into the skin at the top of Abroahqualmie's hand and you can see its form worming its way up his arm. Abrosh immediately felt sick as the thing burrowed inside him, the trail left by the grub turning purplish yellow with rot.

Tamis Thimble |

+11 perception so auto see grub.
"That can't be good. Seriously is there anything in this place that isn't trying to kill us?" Tamis moans.
Know(Dungeoneering): 1d20 + 8 ⇒ (20) + 8 = 28

DM Bigrin |

You recognize these as Rot Grubs, aggressive parasites that feed on flesh and nest in corpses. Their acidic juices cause flesh to necrotize extremely rapidly, and they are known to prefer dead flesh to living. Once they infest a living body, they move quickly to major organs (heart, brain, etc.) eventually causing death. If fire is applied immediately to the point of entry it can kill the grubs. Otherwise, they have to be cut out with a sharp blade and a skilled surgeon. Cases have been known where an adventurer will cut off his own infected arm to save himself the agony of a rot grub infestation. Unfortunately, time is often of the essence in these cases.
Cutting out the grubs without massively damaging the host requires a DC20 Heal check.
No, there's a reason why it's called the Vault of Graves

Tamis Thimble |

"Damn it those are Rot Grubs!!! Wesley we need Fire where it entered Abroshqualmie now! else we're about to start cutting up poor little Abrosh before this stupid thing kills him" Tamis cries out in alarm as she recognizes the grub for what it is.
FYI I think Abroshqualmie is the only one who could even possibly pass that heal check... little self surgery may be in your future.