
Dungeon Master S |

Everyone could tell that the teacher didn't speak anything at all, Nergi gets a bit more
He was speaking to her, one-sided "Let's show them the entrance. Maybe they can save more like I did before. There's no harm in it. Saving children is a good thing!" The area is mildly magical, but Nergi detects no necromancy spells at work.

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Fundir catches up up with the rest of the group and is astonished when confronted with the class of images. "Thissss is not natural... thisss is.. beyond me.." he mutters. Turning to Kyorli, he says "Letsss wait and see what this manifestation showssss ussss before we try to release these thingssss."

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Upon hearing she's the expert on baths, Edyth looks confused for a second, but then nods vigorously.
Edyth stares blankly at the -- phantom -- class, with absolutely no idea what to do about them, and whispers to hear nearest companion, I might be rethinking my plan in life to be a Pathfinder. Those are rather creepy.

Dungeon Master S |

Are you guys going to follow?

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The halfling is apparently disturbed by the scene.
Something is wrong here. Let's figure this out. I'm not sure whether these are trapped souls, but if that's the case, we'll need to release them. It's not right.
She addresses the "caretaker".
Alright old man. Colour me intrigued. Show us this entrance you speak of.

Dungeon Master S |

The students go back to their studies as the teacher walks out.
Marlinchen lets guide Mrs. Heracks’s spirit guide you to the necropolis entrance. Eventual you arrive at a wide, black pool with an occasional bubble percolating up in the center The gently bubbling black water is waist deep (very difficult terrain, 1 square = quadruple movement.)
Your sharp eyes reveal a fully-submerged, severed human arm jutting up from the blackened silt near the center of the pool. Marlinchen "confers" with the teacher. "The mistress tells me the Necropolis entrance is underneath the arm. You just need to..."
His sentence is interrupted by a pair of massive water bugs that seem to ride bubbles up to the surface!
Bugs: 1d20 + 1 ⇒ (18) + 1 = 19
Kyorli: 1d20 + 2 ⇒ (19) + 2 = 21
Edyth: 1d20 + 4 ⇒ (6) + 4 = 10
Fundir: 1d20 + 2 ⇒ (2) + 2 = 4
Nergi: 1d20 - 1 ⇒ (17) - 1 = 16

Dungeon Master S |

Round 1:
"Kyorli: Go
Baddies: TBD
Nergi: TBD
Edyth TBD
Fundir: TBD

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Hm... Hey, bugs!...
...Then Kyorli utters a strange word in an unknown language, from which something shrinks inside of everyone who hears it. His eyes burn with a sinister fire, and he smiles satisfied, but yet evil smile.
Cast Cause Fear, DC 16 on Red Bug.
Rounds: 1d4 ⇒ 3

Dungeon Master S |

Kyorli, make a Knowledge (Nature) check, DC 10
Bugs don't have minds to frighten.

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Knowledge (Nature) : 1d20 + 1 ⇒ (19) + 1 = 20
I thought it was a bad idea, but the absence of the word "humanoid" in the spell description made me hope )) My next steps? Can undo/replay?
UPD: If yes, cast on myself Mage Armor and waiting for what happens next.

Dungeon Master S |

Yes, I'll let you take it back. I'll post after my next class (assuming students don't mob me about their midterms.)

Dungeon Master S |

Kyorli casts a defense spell as the bugs skitter forward on top of the water to attack. (Double Moves)
Round 1:
Kyorli: Mage Armor
Baddies: Move
Nergi: Go
Edyth Go
Fundir: Go

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Gi, thoguh a bit surprised, raises her axe and starts whacking at the nearest creature.
What the hell are these?! They're so big!
Boarding axe (cold iron): 1d20 + 5 ⇒ (18) + 5 = 231d4 + 1 ⇒ (3) + 1 = 4

Dungeon Master S |

Nergi takes a swipe at one of the bugs, and while she connects, it becomes obvious very quickly that these bugs are tough!
Round 1:
Kyorli: Mage Armor
Baddies: Move
Nergi: Hit
Edyth Go
Fundir: Go
Balck: 4
Red: 0

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Fundir steps forward, drawing his sword. He brings it down in a magnificent flash, landing a solid hit on the creature before him.
5ft step, draw and swing.
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Crit?: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Crit: 1d8 + 3 ⇒ (7) + 3 = 10
Total of 17 if it confirms

Dungeon Master S |

No confirmation, but a good hit. Also, there's no 5' stepping in water this deep. Doesn't matter for your turn though.
Fundir's blade sinks right in, but doesn't kill the bug. Indeed, the bug still looks pretty hale.
Round 1:
Kyorli: Mage Armor
Baddies: Move
Nergi: Hit
Edyth Go
Fundir: Hit
Balck: 4
Red: 7

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Of course, it couldn't kill the cockroach... But the pain will cause! Ahahaha!
Still laughing, Kyorli throws a small green ball into a beetle (black).
Acid Splash, ranged touch attack: 1d20 + 1 ⇒ (20) + 1 = 211d3 ⇒ 3
The ball breaks on the beetle, splashing a green splatter, which with the hissing begins to bubble on the chitin.
I like it here more and more! I hope the teacher doesn't forget to bring pupils to discover the insects fauna!

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you can crit with spells that have an attack roll. Roll to confirm!
-Posted with Wayfinder

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Every day I learn something new .)) Thank you .)
Confirm: 1d20 ⇒ 91d3 ⇒ 3

Dungeon Master S |

Unfortunately, that doesn't confirm. Still a hit though! I'll have it effect the creature in round 2 since you cast Mage Armor in Round 1 Kyorli's splash eats away at the bug's carapace.
Round 1:
Kyorli: Mage Armor
Baddies: Move
Nergi: Hit
Edyth Go
Fundir: Hit
Black: 4 (3 at start of R2.)
Red: 7

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Sorry for delay, project kept me afk at work.
Edyth will attempt a Water Blast: 1d20 + 2 ⇒ (19) + 2 = 21 and if she hits will deal 1d6 + 5 ⇒ (3) + 5 = 8 points of damage.
Them being bugs that live in the water, I hope they take this damage.

Dungeon Master S |

Did you move 5'? It's waist deep so that counts as a move that draws an AoO. If not, ignore this: AoO: 1d20 + 6 ⇒ (20) + 6 = 26 for DMG: 1d8 + 6 ⇒ (4) + 6 = 10
Edyth's worries are put to rest as the blast cracks the bug's shell with ease. The bug fights on, but it's clearly injured. Kyorli injures the other bug just a moment before it bites:
Black bites Nergi: Bite: 1d20 + 6 ⇒ (16) + 6 = 22 for DMG: 1d8 + 6 ⇒ (8) + 6 = 14 and the pincers latch on! Grab: 1d20 + 12 ⇒ (14) + 12 = 26 It grabs Nergi!
Red bites Fundir: Bite: 1d20 + 6 ⇒ (14) + 6 = 20 for DMG: 1d8 + 6 ⇒ (1) + 6 = 7 and the pincers latch on! Grab: 1d20 + 12 ⇒ (1) + 12 = 13 But Fundir is too slippery.
Round 2:
Kyorli: Acid Splash
Baddies: ATK
Nergi: Go
Edyth Go
Fundir: Go
Black: 7
Red: 15

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Fundir cries out in pain as the pincers grab him, almost killing him instantly. He fights through the pain and continues to hammer at the tough carapace before him, and is rewarded with another crack in the beasts armour.
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Teach me.. once again.. not to skim posts. I didn't even know I had been hit until I read Nergis post and wondered why she was healing me!

Dungeon Master S |

Fundir smacks the bug so hard it is nearly split in two! The pieces begin to float away...
Round 2:
Kyorli: Acid Splash
Baddies: ATK
Nergi: Go
Edyth Go
Fundir: Kill
Black: 7

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okay. it's getting a bit intense. teheheee
The halfling screams in pain as the creature's pincers latch - the wound is deep and she knows it. She thoughts about this being the end, but decides to fight on. She coughs: Not like this, you overgrown bastard.
Nergi focuses and shuts down the pain. Calling upon her faith to aid her and her companions, she first treats her own wound, then creates a flow of life energy beteween the young nagaji and herself.
lay on hands on self, life link on fundir - at the beginning of my next turn, deduct 5 hp from mine and add them to fundir's.
Lay on Hands (self): 1d6 + 2 ⇒ (5) + 2 = 7

Dungeon Master S |

NErgi holds on, hoping that as she patches the injuries the others can lay the other bug low.
Round 2:
Kyorli: Acid Splash
Baddies: ATK
Nergi: Heal
Edyth Go
Fundir: Kill
Black: 7

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On my turn, if bug will be still alive
Negri, watch out! And all of that. You know, don't leave us, don't die and so on. By the way, Fundir, it is also more than applies to you too!
He twists another green ball with his hands and throws it again at the bug, trying not to fall in Negri.
RTA: 1d20 + 3 ⇒ (18) + 3 = 211d3 ⇒ 1

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I don't think I moved, I usually specify if I do, but I forgot it was so long ago.
Edyth, pleased with her first attack, will try another on this guy.
Water Blast: 1d20 + 2 ⇒ (9) + 2 = 11 and if it hits will deal 1d6 + 5 ⇒ (3) + 5 = 8 points of damage.
As always successful hit, pleased, then a miss.

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Edyth's blast makes a huge splash, but misses. Meanwhile the gnome gets a small hit in
-Posted with Wayfinder

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The remaining bug, still holding on the Nergi drives it's stinger into her leg Stinger : 1d20 + 6 ⇒ (3) + 6 = 9 If hit DMG: 1d6 + 6 ⇒ (1) + 6 = 7 and a DC 13 FORT save.
-Posted with Wayfinder

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Nergi avoids the stinger! Good guys are up!
-Posted with Wayfinder

Dungeon Master S |

Round 3:
Kyorli: Acid
Baddies: ATK
Nergi: Go
Edyth Go
Fundir: Go
Black: 7

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While Nergi struggles with the bug - attempting to free herself from it's pincers - she quickly heals her wound as well:
Let go of me! Once I get home I'll sweep all the cockroaches out of the the storage rooms! YOU have brought this on your kind!
Lay on Hands: 1d6 + 2 ⇒ (6) + 2 = 8
Break Grapple, Escape artist: 1d20 + 4 ⇒ (9) + 4 = 13
well, at least the d6 dice roll high

Dungeon Master S |

Nergi heals herself quickly, but can't escape from the bug's clutches.
Round 3:
Kyorli: Acid
Baddies: ATK
Nergi: LoH
Edyth Go
Fundir: Go
Black: 7

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+5 hp from Nergi's last turn
I completely forgot the best part about being a Feral Hunter..
With a guttural roar, Fundir seemsto grow before your very eyes. Muscles puff up and strain, and his bulk and girth increase exponentially..Aspect of the Bull He brings his longsword down from over his head in a great two handed blow
Attack: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Dungeon Master S |

Fundir gets much bigger and in an explosion of action chops the bug in two!
out of combat.

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Fundir wipes the sweat off of his brow before shrinking back to his normal size, and hurrying over to Nergi.
My thankssss for the healing. It was most opportune, and it seemssss I may be able to return the favor. How badly are you wounded?"

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The halfling frees herself from the clutches of the now motionless creature.
Blood dripping from her shoulder, but only a little. She checks the wound: I've been worse. No worries. Also - nice job.
She then looks at their guide: Old man, what the hell was that?

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He looks astonished. "ummmmm a water bug? I've never seen any THAT big before. "
-Posted with Wayfinder

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Any more surprises, and you certainly won't see ANY bugs.
A few seconds later he drills the man with heavy eyes.
Lead on. I'm watching you. Keep in mind - I though small, but very scary when angry.

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Kyorli, make an Intimidate check.
He looks a bit wide-eyed. "I can't open that." indeed. The arm in the water seems to be holding on to a plug of some sort.
-Posted with Wayfinder

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Intimidate: 1d20 + 4 ⇒ (10) + 4 = 14

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Any more surprises we should be aware of?
She eyes the plug for a brief moment, then turns to the guide: Where does this lead to?

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After the man answers satisfactorily...
Fundir looks over the plug before closing his eyes for a moment. Again, he swells up before your eyes, growing stronger and more bulky. He opens his eyes, and reaches for the plug, pulling on it with all of his strength. "I may need some help.." he grunts between clenched teeth.
Strength: 1d20 + 4 ⇒ (15) + 4 = 19

Dungeon Master S |

The man shakes his head as if to say "I don't know." Fundir, unsure of his strength gives the plug a hearty pull and pulls it open!
Water begins to rush downwards bot hquickly and powerfully. It's hard to maintain your balance. The water eventually takes you down bumping you about for DMG: 1d6 ⇒ 3. You can negate the damage with a DC 10 Acrobatics check.
When you right yourself you're in a narrow tunnel, lightless of course...
Now what?

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is it flooded?
With her small stature, Nergi is almost immediately pulled into the funnel.
Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11
She gets some more scratches but nothing additional is hurting, so she just disregards it. She casts a spell to illuminate the surrounding area (Light on her hand), and checks the surroundings.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

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Acro: 1d20 - 1 ⇒ (13) - 1 = 12
Fundir gets sucked down the hole, but thankfully he avoids anything more than being dizzy and disoriented. When he splashes down into the end of the corridor, he shakes the water out of his eyes and ears and peers around. Realizing he is blind, he once again closes his eyes for a moment and deflates, before his scales begin growing hair and his nose becomes upturned.. almost as a pig. Anyone with vision is astounded to see two furry ears pop out of his head and swivel around, picking up the sounds around him.
Aspect of the Bat- Darkvision 60 ft
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Dungeon Master S |

Once you get down there, the water disburses. There are still puddles in places. But it is dry, here at least.
Map is updated.

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Help, help, I sink, I fall! Ahhh!
Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Hahaha! Just kidding. Everything is fine.