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Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Turning to the big frog that tried to eat him, Deko said, "Deko make you lunch froggy!" before lashing out with a Deko Punch(tm)!

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Kyrie stares in awestruck wonder as the giant Fezzik makes short work of the frogs.
Then she wonders why Deko want to prepare a lunch for the frogs.
Then she gets bored and just launches another missile at the frog Deko is punching.
damage: 1d4 + 1 ⇒ (4) + 1 = 5

Bataleigha Silvercrest |

Not seeing the large Deko or massive Fezzik in imminent danger of getting sucked down into the swamp, Bataleigha slogs forward (double move) to Deko's side to better help him battle the froggy foes.

Zinnath the Scary |

Zinnath will move forward again, as much as needed, and fire another ray of cold at the nearest frog.
Ray of Cold To Hit: 1d20 + 6 ⇒ (8) + 6 = 14 vs touch
Ray of Cold Damage: 1d6 ⇒ 5

DM Jesse Heinig |

Blasted Roll20, not showing the names to the players!
Deko is fighting small frog #3 (to his right) and medium frog #1 (diagonal up-right). Medium frog #2 is up a few paces from Deko.
Deko and Kyrie slam home their respective strikes on the smaller frog to Deko's right, and the force of Kyrie's bolt flips it on its back. Its legs wave feebly in the air, reminding Deko that he promised that they would be lunch.
Enoby launches an arrow at the frog that tried to hit Deko with its sticky tongue, but the arrow misses by that much.
Zinnath zaps the frog that Enoby missed; a sheen of slimy water on its skin freezes over.
With the smaller frogs smashed, the bigger ones seem desperate to grab a bite to eat so they can run back off into the swamps.
Medium frog 1: Bite Deko: 1d20 + 3 ⇒ (18) + 3 = 21
Medium frog 1: Bite damage: 1d6 + 2 ⇒ (4) + 2 = 6
Medium frog 1: Grab: 1d20 + 7 ⇒ (14) + 7 = 21
The frog bites Deko and actually manages to lift the half-orc and shake him back and forth while keeping him in its mouth!
Deko is grappled by the frog!
Medium frog 2: Tongue touch attack on Bat: 1d20 + 3 ⇒ (20) + 3 = 23
Good thing the touch attack just triggers a grab, so no crit.
Medium frog 2: Grab Bat: 1d20 + 7 ⇒ (3) + 7 = 10
Bat gets thwacked with a sticky tongue but manages to shake it off.
Fezzik, then party round 3!

Fezzik Faststrike |

Surprised that the frog is able to grab Deko with its tongue, Fezzik slogs through the swamp in order to get a clear shot at it. He swings his halberd again so as to not hit Deko, trying to save him from becoming the frog's lunch.
Attack(Med #1): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage: 2d8 + 4 ⇒ (4, 3) + 4 = 11

DM Jesse Heinig |

Fezzik slashes through the frog that has Deko in its mouth, and guts the beast. Deko drops into the mud, prone - though he's certainly been in filthier situations in his past.
ROUND 3
Can you finish off that last medium-sized frog? Oh no! It's a disaster! It will surely kill you all! :D

Bataleigha Silvercrest |

Bat slogs toward the last frog, swinging her heavy mace at its head.
heavy mace (bless): 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23 for bludgeoning damage: 1d8 + 2 ⇒ (6) + 2 = 8
crit confirmation (bless): 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22 for damage: 1d8 + 2 ⇒ (4) + 2 = 6

DM Jesse Heinig |

CRUNCH! Bat's mace comes town in a perfect swing and crushes the amphibian's skull.
COMBAT ENDS
Each party member earns 266 experience points.
Bat moves closer to the drawbridge to finish examining it. She's no engineer but she can tell the wood is rotted and warped from long exposure to swamp mud and water, and a thin sheen of moss covers it.

Bataleigha Silvercrest |

Before again approaching the bridge and door, Bataleigha tells Deko she'll try to heal his wound shortly. Then she tests the warped boards with the only tool she has at her disposal--herself.
Bataleigha walks back to Deko and uses one charge of her channel positive energy ability.
channel positive energy healing: 1d6 ⇒ 6

DM Jesse Heinig |

The bridge holds Bat's weight, but it creaks in protest. You suspect it would be much, much unhappier with a cart or a half-ogre.

Bataleigha Silvercrest |

Bat returns to the others to make her report and heal Deko (6 hp healed; Channel Positive #1 of 7). She fears that Fezzik's weight would break the bridge and suggests that the rest of the group try to get the door open; then maybe Fezzik can jump over the bridge and land in the room beyond...assuming he remembers to duck his head some.

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After giving Bataleigha a big hug in thanks for healing his small scratch, Deko made short work rendering the frogs down to a pile of meat, blood flying everywhere as he enthusiastically went about the job. Finally, he was left with a big pile of meat, guts, and bones. Nodding at the final product, he started looking for a good way to carry his light snack.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Zinnath the Scary |

To Fezzik: "Hey, umm, big guy, would you be so kind as to toss one of those frogs into the wagon please? With a little bit of time to ripen, it could make for a fine meal later."

Bataleigha Silvercrest |

Bataleigha's eyes widen at Deko's crushing display of affection, but when he releases her, they return to normal, sparkling with a rare bit of mischief.
"You're very welcome, Deko," the cleric drawls. "And thank you for giving me that hug before you butchered those frogs."

Enoby Illith'vir |

Enoby stares in amazement at Deko's spectacle of carnage.
"Our pugilist certainly possess a great deal of zeal for his work."

Fezzik Faststrike |

At Zinnath's request, Fezzik starts to move towards a frog but pauses when he sees Deko already butchering them.
To Zinnath: "Deko beat you to it. You have to talk to him to get your snack." He responds with a grin.
He then watches Bat carefully as she approaches the drawbridge. He cringes when he hears it creak under her weight as he doesn't think it will hold him. He eyes the length of the drawbridge to determine if he can jump over it.

DM Jesse Heinig |

The drawbridge is about 10' long, which means it's a DC 10 Acrobatics check for a running long jump (and you are likely to hit your head on the archway).

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Finding big leaves, Deko tied them together and dumped everything into it. With a big grin, he tossed it onto his horse and looked at the others. "Deko got lunch! Go punch bad guy then eat! Deko make Whiskey Frog!" he said before walking onto the bridge.

Bataleigha Silvercrest |

[mentally to Zinnath]: Makes sense. He could use the bridge as a guide to pull himself along. If the water's buoyancy is holding up most of his weight, the bridge should hold up.
Could you also take a moment to scan the keep's door for any traps? I'm sure a dragon's eyes are far superior to mine.

Zinnath the Scary |

As requested, Zinnath will fly forward to Bat and inspect the door and such for traps.
If taking 20 is an option, then I get a 24, otherwise...
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Bataleigha Silvercrest |

May as well Aid Another since I'm right there....
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
EDIT: Casting guidance probably wouldn't have hurt either. Brain's not working well today.

DM Jesse Heinig |

The door doesn't have any deliberate traps on it; it's just old and flimsy. It's great care Zinnath scrutinizes it before giving the clear to Bat, who pushes it open...
At a concert where my S.O. is singing, will try to update the map tonight or tomorrow!

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Kyrie daintily tip-toes across the bridge, and once she's on the other side, she mentions that she has rope, if it could be utilized.
She scans around the perimeter of the crumbling tower, picks a spot, and gently starts rolling loose masonry into the ditch that makes up the moat.

Bataleigha Silvercrest |

Bat gives up any hope of entering the keep stealthily.
"Try lowering yourself into the water and then using the edge of the bridge to pull yourself across," she suggests to the half-ogre. "It's not a very long swim."

DM Jesse Heinig |

Updated fog of war on the map.
Ye olde boxed text:
"The door is hanging open on one great hinge, the other is splintered and holed but still in position, wedged and shored closed from the inside."
You have no trouble pushing the door aside.
Kyrie can get a rope over part of the crumbling tower, but there's an engineering problem: If you want Fezzik to swing over the rotting drawbridge, the attachment point for the rope should be overhead. This puts the rope on the far side of the bridge across from him.. That means it's not in a position where he can easily swing over.
Behind the DM screen: 1d100 ⇒ 57
To the northeast is a rising staircase that goes to what looks like a former audience hall or meeting chamber of some sort. Small arrowslits to the north and east could allow you to peer into side rooms, if you got close up and shined a light through.

Bataleigha Silvercrest |

Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Knowledge (engineering): 1d20 ⇒ 15
Although she takes a peek at what lies beyond the door, Bataleigha doesn't enter the moathouse until Fezzik's situation is addressed.

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Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Taking a look around the now-open doorway, Deko saw tracks in the dirt and dust. "Bad guy here," he said quietly. Quietly as in they might not have heard him back in town. "Deko go punch bad guy?"

Zinnath the Scary |

Knowledge (engineering): 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
All: "I say Fezzik goes with Bat's idea, and fast. There are boot tracks from some bipeds!"

Fezzik Faststrike |

Fezzik nods at Bat's suggestion. He starts to make sure his equipment is secure so he doesn't lose anything in the swamp. Hearing that Deko has spotted footprints, he quickly lowers himself into the water while holding onto the edge of the drawbridge. Hoping he doesn't put too much strain on the drawbridge, he pulls himself across.

DM Jesse Heinig |

The drawbridge creaks alarmingly, but Fezzik is able to reach the far side, grab on to the lip of the masonry at the edge, and heave himself up into the doorway. Hopefully you won't have to leave in a hurry...
Fezzik is now very wet.

Enoby Illith'vir |

Enoby waits, arrow knocked and short bow at the ready, scanning the area in case of an ambush. If people had been through here recently, there was a strong possibility that Enoby and her group had already been detected.
Once Fezzik is across, she will join the rest of the party on the other side of the bridge.
Enoby readies an action to fire an arrow at anyone approaching the party in a threatening manner.

Fezzik Faststrike |

Fezzik smiles when he pulls himself out of the water. A look of relief on his face as he makes it across. He picks some weeds off of him and does his best to shake the water off. He then draws his heavy flail and prepares to move forward.

DM Jesse Heinig |

Several of you advance cautiously into the outer chamber, but nobody responds to your arrival. To the west is the partly-ruined tower, to the northeast the stairs; all quiet, as far as you can tell.
Your tracking efforts indicate that the humanoid footprints lead up the stairs to the northeast.
What's the next step? Check for traps? Peek through the arrow slits? Investigate the crumbled western tower?

Bataleigha Silvercrest |

Bataleigha puts one finger to her lips to indicate the need for quiet.
[mentally to Zinnath] Zinnath, tell the others to try to do all of their communicating telepathically through you. No sense advertising our presence here.
Then Bat creeps as quietly as she can to the arrow slits to take a peek through them.
Stealth: 1d20 - 3 ⇒ (18) - 3 = 15
Perception: 1d20 + 2 ⇒ (3) + 2 = 5

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If we're gonna do all communications through telepathy, then someone needs to explain what that means to Deko. He doesn't get talking through his mind and will end up answering out loud.

DM Jesse Heinig |

Bat presses up against the arrow slits in the walls and squints, trying to make out anything that might be on the other sides.
Each of the arrow slits has a small room on the other side. They seem to be dual-purpose -- the rooms are bedrooms, storage rooms, or the like, but obviously in the case of an invasion archers would rush in and use the arrow slits to shoot at intruders. Fortunately for you, the keep is now mostly abandoned and there's nobody home.
Bat is able to identify a trophy room to the north with a bunch of musty and mangy animal heads mounted on the walls, and a moldy bedroom to the east, but other than that she sees nothing of interest - and nothing hostile.
Gotta move some time...

Enoby Illith'vir |

Enoby, grasped with curiosity, follows the footprints to the bottom of the stairs. She listens carefully for the sounds of anyone who may be present at the top:
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Then, regardless, she creeps up the stairs, arrow knocked and bow ready, with the intent of stopping just short of the top and attempting to get a peek at the room above without revealing her presence to any potential occupants.
Sneakily Sneak: 1d20 + 7 ⇒ (14) + 7 = 21

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sneak STOMP sneak: 1d20 - 1 ⇒ (4) - 1 = 3
Deko, using his patented Deko Sneak(tm) abilities, followed after his dark-skinned companion, almost but not quite hitting every squeaky board in the old building. "Bad guy up there?" he Deko Whispered(tm) to Enoby.

Enoby Illith'vir |
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Imagine the coldest, purest river water: chilling to the bone. Then imagine that water fully frozen and carved into the most exquisite pair of short blades, meant to slip between ribs and quietly end the lives of those they are directed against.
Those are the very specific icy daggers Enoby whipped her head around and stared towards Deko and his complete and utter disregard for even the Broadest Concepts of Stealth(tm).

DM Jesse Heinig |

Enoby quietly sneaks to the top of the short steps. Deko makes her caution pointless.
Fortunately, nobody seems to be around to care.
You note that there are hallways heading west of the raised area, and south. Each hallway has several doors, which presumably open into the rooms that Bat was spying into through the arrow slits. Though Bat did her best to look through the slits, they don't provide a very wide field of vision and her view of the rooms was incomplete.
There's also a doorway on the northeast side of the raised area.
All of the doors look old, worn, and weathered. Moisture has taken its toll and they are likely stuck in their sagging frames, so they would require some effort (and noise) to open.
Map updated - cleared more of the fog of war.

Bataleigha Silvercrest |

Bataleigha climbs the stairs and looks around a bit.
[mentally to Zinnath] "Care to look around a bit, O Scary Scout? Be sure to report back as soon as you see anything."

Fezzik Faststrike |

Fezzik watched as Enoby quietly moved up the stairs. Even when he focused, he could not hear her move. "I could never be that quiet. Good thing I don't need to. I'll leave the sneaking around to her," he thought to himself.
Once Deko made their presence known to whomever might be nearby, he walked up to the top of the stairs. He waited outside in case Enoby wanted to sneak around some more inside. Once she was done and waived him in, he entered the building.

Zinnath the Scary |

All: "I will scout forward as Bat requested."
Zinnath will go forward trying to be as non-scary, or non-noticeable, as possible!
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Stealth: 1d20 + 20 ⇒ (13) + 20 = 33 +4 in forests

Bataleigha Silvercrest |

After receiving Zinnath's feedback, Bataleigha heads for the northwest corridor, listening for a moment at each of the southern doors there while searching for obvious traps (areas 14 & 15).
Perception (Area 14): 1d20 + 2 ⇒ (6) + 2 = 8
Perception (Area 15): 1d20 + 2 ⇒ (10) + 2 = 12