
DM Mathpro |
Yes you do know that Arpad
1d6 ⇒ 3
The azure fungus is sensitive to touch and discharges its electricity if contacted. If anyone tries to move through the water at a speed greater than 5 feet per round, the fungus discharges from the impact of waves and
splashes. Otherwise, the fungus discharges randomly once every 1d10 rounds.
Scraping it from the wall kills it and takes 1 round per 5-foot square
patch. Azure fungus is immune to electricity and fire, but any amount of cold damage causes one 5-foot patch to become inert for 1 hour. This room is not safe to traverse unless the patches on every wall adjacent to the water are destroyed first.
It looks like the blue stuff on the walls is building charge again and you have about 3 rounds before it will be fully charged.

Árpád Domonkos |

Don't move too quick, or you'll set it off again. We need to get this stuff scraped off the walls, at least the stuff touching the water.
Arpad starts moving towards one of the walls, intent on starting to scrape the fungus.
5 foot steps won't set off the fungi, is the point he's trying to get across.

DM Mathpro |
1d1 ⇒ 1
3d6 ⇒ (6, 6, 4) = 16
Each of you makes it to the walls with out disturbing any of the fungus and are able to clean off 15 feet of wall(5 feet per person). Just as you finish cleaning the fungus off that section of wall the fungus discharges again. I will need fortitude checks from everyone and those of you that make DC 14 take 8 damage otherwise you take 16 damage.
Tarvinda you're question is answered by the screams of your companions as you hear another discharge of electricity.

Árpád Domonkos |

1d20 + 7 ⇒ (20) + 7 = 27
8 Damage
Arpad grits his teeth and pushes through the pain, moving on to the next section of wall to clean off.
Edit: With another Kn:Nature, can I tell how long it'll be till the next discharge, DM?
Kn: Nature: 1d20 + 8 ⇒ (13) + 8 = 21

DM Mathpro |
1d10 ⇒ 8

Árpád Domonkos |

I just wanted an estimate, is all. Thanks.
Looks like it's recharging slower this time. This is a good oppportunity, let's keep it up.
At about the breaking point for safe retreat, Arpad warns the others: Let's get back up. If we go now, we should be able to make it back up and set the shock off safely without getting shocked ourselves.

Tarvinda Darvelle |

Hearing Arpad, Tarvinda moves slowly through the flooded chamber, so as not to disturb the fungi. Following Arpad and the rest.
Did Tarvinda get the shock as she was outside and on a dry patch? If not Fort Save 1d20 + 9 ⇒ (7) + 9 = 16 and would take 8 damage.

Árpád Domonkos |

Oh, jeez. My dot dropped, so i didn't see the stuff in here.
We made it in this far, we should be able to get out if need be, Arpad says, surveying what work has been done in the room. We've still got some work left to do on this room before it'll be safe to go through. I'm ready whenever whoever else is coming to clean this stuff up is ready.

DM Mathpro |
You guys clean off the rest of the fungus and render this room safe. You head out the other side of the room and head north. Here the water once again gets deeper and you reach another stuck door. Pressing your ears to it you hear the croaking of frogs. You're pretty sure that this is the same room that you saw on the other side of the fungus room.
Do you head in to deal with the giant frogs or do you head south?

Tarvinda Darvelle |

"Ugly frogs, or into the unknown. To be fair the unknown sounds more attractive." says Tarvinda wiping away the the remnants of the now dead fungus. "So if we're ready, Etna, you have the sight into darkness, could you scout it out?"

Etna Venus Van Ash |

DM Mathpro |
1d20 ⇒ 31d20 ⇒ 201d20 ⇒ 171d20 ⇒ 141d20 ⇒ 51d20 ⇒ 7
This large chamber is partially flooded, with the south end just barely raising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up to the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber. As you enter the chamber two skeletons animate right by you and try to claw at you with their claws. Both miss sitting you.
Claw attack 1:1d20 - 3 ⇒ (19) - 3 = 161d4 + 1 ⇒ (4) + 1 = 5
Claw attack 2:1d20 - 3 ⇒ (3) - 3 = 01d4 + 1 ⇒ (1) + 1 = 2

Tarvinda Darvelle |

Tarvinda readies herself for battle, "Indeed Xeros, the undead are an evil scourge on the living. These skeletons must be dealt with. Someone take the torch I'll lead you in." says a committed holy warrior.

DM Mathpro |
Round 1 wrap up
The two skeletons that animated when Etna investigated lay in wait, attacking Arpad and Etna as they enter the room. Arpad is hit by one claw taking 3 poins of damage. Etna is hit by one claw taking 5 points of damage. 4 more skeletons begin to animate as Arpad and Etna enter the room. Arpad you strike a skeleton with your morningstar and it falls to the ground. Etna is able to flank with Arpad but her attack misses. Xeros your arrow hits one of the skeletons in skull and it falls from the creatures body, making the creature collapse to the floor. Tarvinda you miss with your flail.
Skeleton 6
Skeleton 4
Skeleton 3
Skeleton 2
Arpad
Skeleton 5
Skeleton 1
Etna
Xeros
Tarvinda
Claw Attacks on Arpad:1d20 + 2 ⇒ (8) + 2 = 101d4 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (1) + 2 = 3
Claw attacks on Etna:1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (3) + 2 = 5
1d20 + 6 ⇒ (9) + 6 = 151d20 + 6 ⇒ (20) + 6 = 261d20 + 6 ⇒ (19) + 6 = 251d20 + 6 ⇒ (16) + 6 = 221d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (15) + 6 = 21
S1:4/4
S2:4/4
S3:-5/4
S4:4/4
S5:4/4
S6:-3/4

Tarvinda Darvelle |

Assuming we are all OK, by the time it gets round to Tarvinda, this is her default play.
"Be careful, more of these evil undead are rising, for the light!" she cries and tries to smash the one in front of her.
Flail attack 1d20 + 5 ⇒ (19) + 5 = 24
Flail damage 1d8 + 3 ⇒ (5) + 3 = 8

DM Mathpro |
Round 2 wrap up
The skeleton attacking Etna takes another rake at her with its claws but both attacks fail. One of the newly animated skeletons moves up to Tarvinda and tries to attack her. The claw catches Tarvinda in the arm for 2 points of damage. Arpad you attack the skeleton that attacked Etna and smash it in the head and the body falls apart. Another skeleton comes over to Tarvinda and tries to attack her. This claw misses the mighty Paladin. Etna you move to help Tarvinda but you miss with your attack. Xeros your arrow flies free of your bow and you hit the skeleton that was on Tarvinda that Etna wasn't flanking. Its skull flies off its body from the force of your hit. The final skeleton moves up to attack Xeros but misses him with his claws. Tarvinda you swing at the skeleton your flanking with etna and you deal it its dying blow.
Skeleton 4
Skeleton 2
Arpad
Skeleton 5
Skeleton 1
Etna
Xeros
Tarvinda
Claw attack on Etna:1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (1) + 2 = 3
Claw attack on Tarvinda:1d20 - 3 ⇒ (20) - 3 = 171d4 + 1 ⇒ (1) + 1 = 2
Crit Confirmation on Tarvinda:1d20 - 3 ⇒ (9) - 3 = 61d4 + 1 ⇒ (1) + 1 = 2
Claw attack on Tarvinda:1d20 - 3 ⇒ (16) - 3 = 131d4 + 1 ⇒ (3) + 1 = 4
Claw attack on Xeros:1d20 - 3 ⇒ (10) - 3 = 71d4 + 1 ⇒ (1) + 1 = 2
S1:4/4
S2:-4/4-Tarvinda
S3:-5/4
S4:-8/4-Etna
S5:-5/4-Tarvinda
S6:-3/4
Only one skeleton still alive...pretty good work guys.

Tarvinda Darvelle |

As quickly as the wound opens, a white light appears to glow under her gauntlet, rays of light piercing the darkness from the overlapping plates over her hand and fingers. She touches her breastplate and the light glows even brighter, before suddenly disappearing. At the same time, the wound on her arm heals without sign that it had even existed.
"For the light!" as she brings her flail down towards the last skeleton.
Lay on Hands 1/5 1d6 ⇒ 4 (swift action)
Move towards skel without flanking, leave it for Etna if we need her to strike.
Flail attack 1d20 + 5 ⇒ (15) + 5 = 20
Flail damage 1d8 + 3 ⇒ (1) + 3 = 4
HPs 17