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Still in his blind rage, Kell brings his flail around again in an attempt to cave the skull of the beast into its chest cavity.
Die Fiend!
Attack (Heavy Flail): 1d20 + 6 ⇒ (13) + 6 = 19 Rage round 2
Damage: 1d10 + 5 ⇒ (8) + 5 = 13

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Mitchel lines up for another swing of his mace.
Attack, Heavy Mace: 1d20 + 3 ⇒ (1) + 3 = 4 +0AB, +3 Str,
Damage, Heavy Mace: 1d8 + 3 ⇒ (7) + 3 = 10 +3 Str
Mitchel begins to beat his own face with his mace as a sign of contrition.....but misses

GM Brew |

Kell takes another mighty swing at the fiend and opens a large gash in its side. The thing screams and falls inert, blood spilling along the floor of the chamber.
Out of combat, Takumi still needs to make a save. To speed matters up, you need to beat DC 13, you must make up to five rolls until you beat it.
After some searching, Kell is fairly certain the party can pry the bronze plaque from the wall.
What do you do?

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Mitchel will cast guidance on Takumi for each save he must make. Takumi can apply the +1 to his save.
This will help your body beat the poison that infects you.
How's that for RP? Has to be better than "Forsooth, thou needest assistance with thine saving throw."

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Takumi will make his save with Mitchel's guidance. I also wanted to make a request before a roll is made. The heal skill allows for the treatment of poison and the aid another allows for someone with the heal skill to increase the chance of success. I will post in the discussion

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In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.
Takumi feels a surge of divine energy as the poison tries to penetrate deeper into his body
Fort Save: 1d20 + 1 ⇒ (6) + 1 = 7 2nd attempt
Ugh!
Fort Save: 1d20 + 1 ⇒ (5) + 1 = 6 3rd attempt
Gasp!
this roll generator is killing me
Fort Save: 1d20 + 1 ⇒ (11) + 1 = 12 4th attempt
Fort Save: 1d20 + 1 ⇒ (17) + 1 = 18 5th attempt
depending on who rolls their heal skill and aid another check, Takumi may have made is save on the 4th attempt

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I think I am going to sit on the floor for a bit. That nasty creature has done a number on me. Let me know if you need my services although I am unsure how well I will be able the perform them. Takumi takes a seat on the floor while looking a little paler than usual.

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sorry for the delay in responding; been traveling
Kell moves forward and grabs the iron sculpture and attempts to pull the thing free from the wall as Mitchel attends to Takumi.
Strength Check: 1d20 + 3 ⇒ (5) + 3 = 8 grunts as he pulls on the metal
That combat has left me a bit drained.. I’m not able to pull this free from the wall in my exhausted state. Gabrielle, please give it a try, I’m sure you will be able to bring it down.

GM Brew |

After some work, Kell is able to eventually pull the slate off the wall. It is heavy, weighing roughly 50 pounds. They party finds nothing else of value in the room.
Kell and Gabby both point to the western wall as they are certain they see the outlines of another hidden door.
Actions?
Takumi: 1d20 + 4 ⇒ (16) + 4 = 20
Mitchell: 1d20 + 3 ⇒ (6) + 3 = 9
Kell: 1d20 + 4 ⇒ (11) + 4 = 15
D’Novan: 1d20 + 6 ⇒ (5) + 6 = 11
Gabrielle: 1d20 + 1 ⇒ (19) + 1 = 20

Gabrielle Nielss |

Oh Kell, I like to watch a big strong boy like you work and struggle a bit...to then ask for help....makes a girl feel wanted...if not...needed and appreciated who the stronger woman here is...
Looking at the outline of the door.... Well I say lets go in, seems like somebody took a lot of trouble to hide it and protect it, which means it has something of value !

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Takumi looks up from his seated position. Good eyes you two. I guess this place does have more surprises waiting for us. The uneasiness has subsided but I still feel a bit off balance. I should be ok to continue if everyone wants to explore the passage?
Takumi gathers his gear and makes his way to the passage
Takumi points to the metal plaque Taking souvenirs or do you think it is worth something?

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Kell looks from the newly discovered outline of the door back towards Takumi. Glad you are feeling a little better. If you have enough strength, please check the door and a little bit of what lies beyond. He quickly glances towards D'Novan That okay boss?
He scratches the back of his neck as he stares at the metal plaque. After about two minutes he turns to the party. Does anyone have any idea what this thing is worth? It's kinda heavy to be carting around if it isn't worth much.

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I am not sure what the value of it is..wouldn’t hurt to look at it more closely for a moment...as much as I want Tak to take a peek, its not worth it if he is not fullyabout his wits and health....I can see well enough in the dark and detect things, thanks for once to my partial elven heritage
Appraise: 1d20 + 1 ⇒ (6) + 1 = 7
Peeking around the entrance using...Perception: 1d20 + 6 ⇒ (10) + 6 = 16

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I think I am ok to look down the hall. I can use the darkness to my advantage should anything be waiting for us at the other end. Give me a few moments and I will return with whatever information I can discover
Takumi quietly slips into the darkness and investigates the secret passage
Stealth: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Takumi examines the corridor as moves
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
I applied the -2 to reflect the 4 points of Dex loss

GM Brew |

Takumi decides to investigate the newly found passage. The ninja carefully makes his way down the corridor until he comes to an area that seems to be flooded.
The floor drops away here as the corridor turns east, though a seven-inch-wide ledge continues along the south wall. The walls are very smooth, offering few handholds. The remainder of the passageway is filled with a five-foot-deep trough filled with foul-smelling, thick green sludge.
What do you do?

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Takumi returns to the group to report his findings I am not sure if we want to continue down the hallway. There is some foul smelling sludge that we need to navigate if we wish to explore that passage. It could be part of the town sewers or just trapped water that has become rancid over the years. There is a small ledge that would keep us out of the filth, but if anyone slips they are taking a header into a river of filth. Perhaps we can explore the doors at the other end of the compound? What do you think?

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Well, I am not in favor of moving through the sludge, just yet...was there not a set of doors that we did not open up? If so we need to look at that first. If not, before we slosh through the sludge, I recommend we skip a few stones across it and toss that vile creature in it. I have heard tales of flesh and metal eating filth and I would hate to see us experience that gorydamn pain.

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My mistake. I thought there were doors we didn't inspect on the map but it looks like they are just small cells
The only thing we did not completely inspect was the room with the surges of lightning, but I think the rank water may be our safest bet. None of you have any dates with a tavern wench later, do you?
Takumi waves everyone to follow him as he heads back down the hallway I don't know how best to proceed but I can continue to lead the way as we try to walk along the ledge

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Kell scratches the back of his neck as he listens to Takumi’s report. He walks over an unceremoniously grabs the corpse of the recently deceased devil. Okay boss, I’ll drag this thing along and we can pitch it in the sludge river; say the word and we’ll get moving.

GM Brew |

Kell goes to retrieve the corpse of the small fiend but finds the body is no longer where it fell and seems to have disappeared. The party makes its way to the sludge pit...
Let me know how you guys attempt to cross the sludge. Walking the narrow ledge required a DC 10 acrobatics check while climbing along the walls requires DC 25 climb. Please remember armor check penalties apply to these checks.

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well looks like we might get messy
an idea pops into my head.... that item we have is a bit valuable....any chance it can reflect that blue electric current stuff in the other room?
While I hope that every things on this, I notch an arrow in my short bow and I shoot the blunt arrow down the sludge stream...watching to see what happens.

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Well, I guess I will go first. While the ledge is pretty narrow, I should be able to make it if I take my time.
He sheathes his heavy flail and tries to navigate the ledge.
Acrobatics: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15

GM Brew |

Gabrielle and Mitchell attempt to follow suit and use the ledge to attempt to traverse the foul smelling sludge. The priest loses his footing almost immediately and, as pure reflex, grabs on to Gabrielle for stability. The pair tumble into the sludge!
Both priest and warrior land in the sludge with a thump, splashing green slurry in every direction. They find the sludge is shallow, about 2 feet deep, but the substance burns their flesh. Standing, they have little choice but to trudge through the rest of the pool. They eventually catch up to their party, covered in foul smelling sludge.
Mitchel cannot be certain, but he believes he heard laughter as he toppled into the slime.
Gabby and Mitch take 2 points of acid damage as they make their way through the sludge.

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Kell winces as he watches his companions lose their footing and tumble into the foul smelling sludge. He quickly advances to the ledge and extends his hand to help Mitchel and Gabrielle.
Here, let me help you up he looks over his shoulder towards Takumi and D’Novan either of you have anything that clean this stuff off of them; it looks uncomfortable and smells even worse.

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Mitchel, brimming with anger and then controlling it, looks up and says I think my vestments are ruined. I hope you enjoyed the laughs. After a moment his face turns to serious discomfort. I think there's more to this filth than just filth, it actually burns.

Gabrielle Nielss |

I glare at Mitchel for a moment after we plummet into the sludge,....saying nothing I cannot believe how horrid it smells, and how horrid we now smell, and the burning sensation.
Mitchel, I did not need a facial peal, let alone a full body peal....ugh! Tak I did not hear anything other than my own pride crashing. Forcing a smile, I then taking my water skin and rise off my face and hands as best I can.

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Well, not that we are all through that mess, no worse for wear and tear, might I suggest we take a look at what lies ahead, like this door here.
I then signal with a arm wave for Gabby and Kell to move tot he door as we get ready in our team stack to enter the room.
Tak, can you take a listen or give us a sense what might be behind that door? Perhaps the laughter comes from it...best to see what we know and even if that door is unlocked..if it is...then get back into your spot and Kell..Gabby, get ready to break on through to the other side.

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Very well. I will take a look and listen and let you know what I find. Just be sure nobody takes my spot. It gives the perfect view to the sludge and the door and has minimal draft exposure. Takumi grins and makes his way to the door.
Takumi makes his way up to the door and gives it a thorough examination for anything unusual and checks to see if the door is locked.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
if the door is locked or trap is found, Takumi will attempt a disable check
Disable Device: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
He then presses his ear against the door to listen for any sounds
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

GM Brew |

Takumi does not find anything unusual on the southern door. Cautiously, he opems the portal to reveal a long hallway. The party makes it's way carefully down the hallway using Mithcel's guiding shield light. The hallway ends at a door.
A small, barred window pierces the iron door at the end of this hall, revealing a plain, ten-foot-square room with a windowless iron door on the opposite wall beyond.
Takumi finds the door locked...

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As if reading D'Novan's mind, Takumi produces a set of tools and goes to work
Perception for traps: 1d20 + 4 ⇒ (3) + 4 = 7
Disable Device on Lock: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
if Takumi's roll is not high enough and he can attempt to pick the lock again, then the following rolls can be applied
Disable Device on lock: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23