
GM Nel |

Also, is Nester ok?
Hmmm..
Perception 1d20 + 9 ⇒ (8) + 9 = 17Bluff 1d20 + 7 ⇒ (8) + 7 = 15
Acro 1d20 + 1 ⇒ (6) + 1 = 7
Fort save 1d20 + 1 ⇒ (19) + 1 = 20
Acro 2 1d20 + 1 ⇒ (5) + 1 = 6
Fort save 1d20 + 1 ⇒ (5) + 1 = 6
Onset 1d3 ⇒ 2
You look back at Nester who is looking a bit... wet. He might have fallen in the swamp once or twice now. But he hides it with pride while walking on his cane.
"I'm good friends *cough* why are we stopping?

GM Nel |

Hour 3:
Vermin: taking 10 - 12
Rorgrim: taking 10 - 13
Harauk: Acrobatics 1d20 + 1 ⇒ (14) + 1 = 15
Luccinus: taking 10 - 12
Josef: taking 10 - 12
With Vermin's help everyone is able to keep the pace up quite well, moving forward and making progress.
Hour 4:
Vermin: taking 10 - 12
Rorgrim: taking 10 - 13
Harauk: Acrobatics 1d20 + 1 ⇒ (6) + 1 = 7
Luccinus: taking 10 - 12
Josef: taking 10 - 12
Acrobatics 1d20 + 1 ⇒ (17) + 1 = 18
Acrobatics 1d20 + 1 ⇒ (18) + 1 = 19
Harauk's leg gets caught in a log under the water that Vermin missed to pinpoint. Once again the DELICIOUS swamp water graces his mouth.
Fort: 1d20 + 4 ⇒ (15) + 4 = 19
another roll: 1d100 ⇒ 21
third roll: 1d2 ⇒ 2
Fort: 1d20 + 4 ⇒ (6) + 4 = 10
Fort: 1d20 + 4 ⇒ (5) + 4 = 9
After Harauk gets up, and a few minutes of walking, Harauk starts to feel weaker. Upon closer inspection, Rorgrim and Vermin can both see that on his face above his beard are not two bits of grass, but two leeches that have attached themselves to Harauk's face!
2 Points of CON damage for Harauk
After a few seconds later, the leeches are looking very bloated with Harauk's blood and fall of back into the swamp water, gorged.
Nester lets out a chucke "I didn't want to say anything but a cripple is beating you in this swamp, dwarf. HAH!"

![]() |

Nester continues to endear himself to us...

![]() |

Nester, well aren't you just a little sweetheart? You can keep trying your luck with pissing off dwarves and see where it gets you. Also, perhaps you can explain exactly HOW you managed to do so well? And on this journey as a whole?
Recalling his Sense Motive check he had before. :p

GM Nel |

Nester says, "What? I have years of experience adventuring! Don't belittle me dwarf! *mumbe* What could you possible know more than me. *mumble*"
Hour 5:
Vermin: taking 10 - 12
Rorgrim: taking 10 - 13
Harauk: Acrobatics 1d20 + 1 ⇒ (19) + 1 = 20
Luccinus: taking 10 - 12
Josef: taking 10 - 12
Once again everyone is able to keep the pace up. But Nester gets a faceful of swamp water this time.
Hour 6:
Vermin: taking 10 - 12
Rorgrim: taking 10 - 13
Harauk: Acrobatics1d20 + 1 ⇒ (1) + 1 = 2
Luccinus: taking 10 - 12
Josef: taking 10 - 12
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (19) + 1 = 20
Harauk hits his foot against a rock, and after hopping around in pain for a few second, falls sideways into the water.
Fort: 1d20 + 4 ⇒ (3) + 4 = 7
that other roll: 1d100 ⇒ 80
and one more: 1d3 ⇒ 2
Harauk gets himself back up from the muck and sees Nester holding up his hand, showing four fingers and moving his lips to spell "f-o-u-r"...

![]() |

Four, huh? You think this is funny? I'm not the only one getting guck in my face, ya jerk. See who helps you up when you finally.... Harauk mumbles and grumbles a bit. ...I ought ta...you should shut your pipe before I do it....*grumble grumble*
He gets back up, composes himself a little, and takes a deep breath, with some more grumbling...
...and with his pride hurt a little bit, LOL. :p

![]() |

Harauk, we should check you for leeches before continuing. At least check yourself as best you can.

![]() |

Yes, Vermin, I appreciate you reminding me. I'll be glad when we're out of this muck.
*Will check himself each time now.*

GM Nel |

Hour 7:
Vermin: taking 10 - 12
Rorgrim: taking 10 - 13
Harauk: Acrobatics 1d20 + 1 ⇒ (3) + 1 = 4
Luccinus: taking 10 - 12
Josef: taking 10 - 12
Golomph!
a dice roll: 1d100 ⇒ 9
another: 1d2 ⇒ 1
Fort: 1d20 + 4 ⇒ (10) + 4 = 14
Harauk, you notice a leech on your face again! It's still not been able to start sucking blood. What do you want to do?
1d20 + 1 ⇒ (20) + 1 = 21

![]() |

Pull it off quickly.

![]() |

Vermin will assist using a heal check. Heal: 1d20 + 2 ⇒ (4) + 2 = 6
Assist failure. :(

GM Nel |

Harauk snags the leech on his face, and yanks vigorously. The leech comes off, leaving a round pattern on his face. Like a bad hickey.
Deals 1 HP of damage to pull it off
Hour 8:
Vermin: taking 10 - 12
Rorgrim: taking 10 - 13
Harauk: Acrobatics 1d20 + 1 ⇒ (7) + 1 = 8
Luccinus: taking 10 - 12
Josef: taking 10 - 12
Just when the party was about to get out of the bog, Harauk takes one last false step!
a dice roll: 1d100 ⇒ 48
He is able to get up, and after a quick leech check, he is ok.
1d20 + 1 ⇒ (20) + 1 = 21
Nester, having done pretty well the last few hours, is starting to look pretty dry.

![]() |

So to recap, I have 1 HP of damage and 4 Con damage, correct? If that's correct, then I have nothing to do really except request some heal checks from other people to regain the con faster overnight (Can't do care on myself).
I'll slap a cure light before going to bed, too. 1d8 + 1 ⇒ (2) + 1 = 3

GM Nel |

It so happens that the CON damage goes away after any magical healing. So you are good now!
As the party progress through the bog, the thick rolling fog begins to disperse, allowing you to see where you step. Despite the increased visibility, this area of the swamp is difficult terrain, as the muck and vegetation thicken further.
A large log rests across a dirt path, standing five feet tall. A moldering wood door covers one of the hollow ends of the log, and a makeshift mud chimney emits a thin wisp of blue smoke. From behind the crude house come the sound of someone humming an off-key tune.
Oh my pretties you are so fine. I love you so, I want you to shine.
You are all my children here in the swamp. I'll take care of you, while here in the camp.
I grew you from saplings, oh yes I did. Now you are big and not a squid.
The Bog Mother will keep you healthy. As I have done, while being stealthy.

![]() |

Since we're out of the muck, Harauk has his armor back on btw.

![]() |

Ditto.
Hearing the strange singing Vermin asks the group quietly Anybody understand that song?

![]() |

Great song. lol. Strange language is all. I am in two campaigns where I wish I spoke draconic...

![]() |

Well, I want for someone to speak draconic, but failing that Vermin plans to call out a greeting in common. I wanted to wait to see if someone else was going to respond first.
If no one else in the party is acting and no one tells Vermin that they can understand the song, Vermin will move up to the door on the log and call out cheerfully in common while also knocking on the door.
Hello!?!? We are friendly travelers who seek word of the trail forward. We mean no harm and only plan to quickly pass.

![]() |

Agh, back.
Josef hears the tuneless singing but doesn't know what it means. He calls out the following, trying to ascertain the intentions of the singer:
Hail and well met, stranger! Do you have a bite to spare from some weary travelers? I've got bog water in places I didn't know it could collect.
He also begins calling to mind the incantation for a useful force missile spell he knows, just in case.

GM Nel |

She doesn't seem to understand you and hates intruders...
Initiatives:
Rorgrim: 1d20 + 4 ⇒ (12) + 4 = 16
Harauk: 1d20 + 1 ⇒ (7) + 1 = 8
Luccinus: 1d20 + 2 ⇒ (9) + 2 = 11
Josef: 1d20 + 4 ⇒ (12) + 4 = 16
Vermin: 1d20 + 4 ⇒ (7) + 4 = 11
BBEG: 1d20 + 3 ⇒ (20) + 3 = 23
Josef: 1d20 ⇒ 12
Rorgrim: 1d20 ⇒ 13
Round 1:
She <--
Rorgrim
Josef
Vermin
Luccinus
Harauk
You see the small kobold casting a spell:
Entangle
Roots and wood start erupting from the ground near you, attempting to leave you rooted to the ground!
Reflex Saves DC13:
Rorgrim: 1d20 + 2 ⇒ (2) + 2 = 4
Harauk: 1d20 + 2 ⇒ (17) + 2 = 19
Luccinus: 1d20 + 2 ⇒ (20) + 2 = 22
Josef: 1d20 + 0 ⇒ (19) + 0 = 19
Vermin: 1d20 + 2 ⇒ (12) + 2 = 14
Rorgrim is caught in the branches and roots, and will need to try to break free on his turn!
Everyone else, this whole map is difficult terrain

![]() |

Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
Edit: It doesn't matter for this roll for either person, but dwarves get +2 to saves vs spells. ;)

![]() |

I know we are waiting on Josef, but but since its been 5 hours I will post Vermin's action, since its pretty simple.
Vermin double moves North, out of the entangling area. Once out he moves East as far as he can, skirting the effect of the spell. As he moves he calls out in Druidic You cast Entangle. I can cast that spell too. We are both priests of nature and you are my sister. Lets us talk and commune, instead of fight.
Diplomacy: 1d20 - 2 ⇒ (14) - 2 = 12
Gotta try...

GM Nel |

The Kobold seems a bit surprised when someone talked to her in Druidic, but doesn't seem to look any less angry.
For the people who ended their turn in the entangle:
Rorgrim: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Luccinus: 1d20 + 2 ⇒ (15) + 2 = 17
Rorgrim is once again fighting the vines and brambles.
Round 1:
Kobold
Rorgrim
Vermin
Luccinus
Harauk <--
Delay:
Josef

![]() |

Harauk will just double move to get closer.
Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Edit: By the way, it's daytime right? That would mean it's bright light in this area?

![]() |

Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
Vermin, she's casting your favorite glow-y stick spell.

![]() |

Out of the entangle Vermin casts Shillelagh himself and moves 20 feet closer to the kobold. His expression is grim as he closes.

![]() |

I believe Harauk needs to double move to get out of the entangle. Regardless, he will just get closer, trying to stay on the path.

![]() |

I could use a map update I am not sure exactly where I am.
Vermin will cast Longstrider on himself and move 30 feet closer.

GM Nel |

Rorgrim perception: 1d20 + 5 ⇒ (17) + 5 = 22
Rorgrim notices the water moving to his right, and is not flat-footed by the Crocodile coming out of the swamp water to the north, charging him!
ATK: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
DMG: 1d6 + 3 ⇒ (3) + 3 = 6 bite
Round 3:
Rorgrim
Croc (-1 AC)
Vermin <--
Luccinus
Harauk
Delay:
Josef
Kobold

![]() |

No, but thanks for the chance. Its too far away for me to get there in a single move, so I'll keep the same action. I think I can make it to H5 with the extra movement from Longstrider. I am not sure how difficult the terrain is through there though.

![]() |

Since I may not be able to post later, after Luccinus...
Harauk moves to L4 and tries to strike the Croc with lightning.
Touch Attack: 1d20 + 1 - 1 - 4 ⇒ (8) + 1 - 1 - 4 = 4
Nonlethal Damage: 1d6 ⇒ 6
Added Effect: If hit, -2 to all attacks for one round.
Pfft, couldn't even hit with that without all those penalties.