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Please make the Knowledge (arcana) check I spoilered first.

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It has DR/- and a bite attack that delivers poison from a reservoir. It has not moved yet, sitting on the table.

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Just to set the scene: Before you on the table is a number of pieces of jewelry, including a necklace in the shape of a snake. Verathis has identified this as an iron cobra, though it has not attacked yet. You have a clear path to the door on the far side, as well. What would you like to do?

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Leave that thing. Looks dangerous and we have a mission. Grel is ready to pass through the eastern door.
Previous Perception check of 29 for dangers on the door.

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Examining the door on the far wall, Grel finds no dangers. It does appear to be locked, however.

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Carson, this may require a more delicate hand than I offer. Would you mind opening this for us? Grel gives some room for Carson to work.

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Carson eyes the table of jewelry trying to calculate the risks versus the reward when he hears Grel say his name.
"What? Oh yes. I am on it."
He pulls out his tools and begins to work on the lock.
Disable Device: 1d20 + 7 ⇒ (3) + 7 = 10

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Carson goes to work on the door, but something about the lock throws him and he snaps a pick off in the mechanism, jamming it.

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Not ideal, Carson. Grel gives a somewhat disappointed look. There are rooms downstairs and buildings outside we have not searched. We can come back to this. Grel starts to head out back tot he stairs unless someone calls him back.

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Harada nods, tightens up his pants and gives the door a firm kick.
strength?: 1d20 + 4 ⇒ (2) + 4 = 6
"Ahem" Harada clears his throat and clears his throat as though nothing happened before giving it another kick.
strength: 1d20 + 4 ⇒ (20) + 4 = 24

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Harada's first blow merely rattles the door in its frame. The second shatters it inward, spreading debris across the room within!
As the rain of splinters subsides, you can see an irregularly shaped room are cluttered with scientific equipment, and the glassy eyes of taxidermy animal heads stare down from the walls. At the north end of the room, the stuffed body of a large, winged beast is mounted on a low platform.

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Grel does a quick reconnoiter.
perception: 1d20 + 11 ⇒ (19) + 11 = 30
Looking for books that might track a history of the family or anything. Otherwise ready to head downstairs and track back over the unexplored areas.

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Stepping into the room, small spikes shoot up from a trap on the floor just inside the doorway and into Grel's foot! One point of damage and hobbled as from caltrops.
On the table by the column, Grel finds five potions and a beautiful silver music box.
On the adjacent table is a fancy monocle, four vials of alchemist’s fire, and two sunrods. On the far side of the room, near the stuffed beast, stands a closed cupboard. No books or anything similar within view, though who knows what's in that cupboard.

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Could you describe the effects of "hobbled", please? Want to remedy that before we move on.
perception 1: 1d20 + 11 ⇒ (3) + 11 = 14
perception 2,3: 1d20 + 11 ⇒ (1) + 11 = 12
perception 4: 1d20 + 11 ⇒ (1) + 11 = 12
perception 5: 1d20 + 11 ⇒ (8) + 11 = 19
Seriously? Get those garbage rolls out of here! Potion of Reduce Person identified.
This one here will make you smaller. Verathis, this may make you slightly harder to hit. Grel offers before moving on.

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As with caltrops, your speed is reduced by half until someone heals your wound with a DC 15 Heal check, or you receive at least 1 point of magical healing.

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"That has to be a pain for the residents.",Verathis comments as he follows Grel into the room jumping over the spike trap.
Jump: 1d20 + 3 ⇒ (5) + 3 = 8
"I've got a magic wand if that's serious."

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In the interest of moving us forward, I'll assume you'll take care of it one way or another, and that you'll examine carefully for traps moving forward in this room.
Bypassing another simple trap built into the pillar, you reach the cupboard and retrieve the contents you find within: a chain shirt, a masterwork cold iron longsword, and a rolled document. Spreading it on one of the tables, it's revealed to be a map of the manor and the surrounding grounds. Aside from showing the layout of the house (I've uncovered the rooms on the map), it also shows two interesting features: (1) A large musical note has been drawn on the ballroom, and (2) a secret door is marked on the wall in the southwest corner of the basement.
Where to next?

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Sounds like you'd like to head straight down to the basement.
A quick search of the unexplored regions of the lower story of the mansion reveals a narrow set of stairs in the corner of the kitchen which descend toward a dark, musty basement. The steep stone steps descend into a vaulted cellar flooded with turbid water, in which dozens of wooden barrels idly float.
The water looks about 4 feet deep, so moving through it would be akin to moving through a deep bog.
It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
Pulling oneself up onto the elevated platform at the far end of the room (without using the stairs at the north end) requires a successful DC 10 Climb check. The heavy barrels in the water block movement, but it is possible to dive under them with a successful DC 10 Swim check. Getting onto a barrel requires a move action and a successful DC 15 Acrobatics check. If you start your turn on a barrel or jump onto a barrel you must also succeed at a DC 15 Acrobatics check or fall into the water. As a move action, you can attempt a DC 10 Strength check to move a barrel 5 feet. For every 5 points the check result exceeds the DC, you can move the barrel an additional 5 feet.

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Grel will peer into the spirit realm to detect the presence of get or outsiders. Then swim along the north wall.
swim: 1d20 + 3 ⇒ (20) + 3 = 23
spirit sense towards the far door.

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Is there any light in the room?
There is not. I see Verathis has dancing lights, though, so I'm sure you have some way to illuminate it.
Perception:
Verathis: 1d20 + 1 ⇒ (8) + 1 = 9 +2 if Ink w/i 5ft.
Carson: 1d20 + 7 ⇒ (20) + 7 = 27
Grel: 1d20 + 9 ⇒ (5) + 9 = 14
Harada: 1d20 + 0 ⇒ (17) + 0 = 17
Stealth: 1d20 + 11 ⇒ (18) + 11 = 29

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As Grel swims across the flooded basement, something grabs at his foot!
Attack vs. flat-footed Grel: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 ⇒ 5
Thrashing about as it tries unsuccessfully to latch on to the dwarf, you can now see a large creature just under the surface!
Initiative:
Verathis: 1d20 + 7 ⇒ (20) + 7 = 27
Carson: 1d20 + 3 ⇒ (17) + 3 = 20
Grel: 1d20 + 2 ⇒ (4) + 2 = 6
Harada: 1d20 + 3 ⇒ (4) + 3 = 7
?: 1d20 + 1 ⇒ (20) + 1 = 21
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Initiative!
Verathis may act.

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Fortitude: 1d20 + 7 ⇒ (1) + 7 = 8
The creature writhes in pain as Verathis' spell rattles it! Dazed, so it does not act this round.
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Initiative!
Whole party may act.

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Harada takes a big gulp of air as he jumps down into the water by Grel, quickdrawing his Taiaha and taking a stab with the pointy end.
stabbity: 1d20 + 9 ⇒ (2) + 9 = 11
piercing damage: 1d6 + 6 ⇒ (2) + 6 = 8

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Grel tries to stay afloat and smack the creature with his warhammer.
swim: 1d20 + 2 ⇒ (19) + 2 = 21
warhammer, swimming: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
damage, half damage: 1d8 + 2 ⇒ (8) + 2 = 10

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Verathis fires a glob of acid, but between trying to avoid his ally in melee (I'm assuming that's what the -4 is for) and the fact that it's underwater, he is unable to connect with the leech. Harada swings and misses as Carson wades in to help. Grel, on the other hand, lands his hammer squarely on the creature. The water dulls the blow a bit, but blood still begins to leak from the slimy beast.
The leech tries again to latch on to Grel, but is still unable to find any purchase.
bite!: 1d20 + 4 ⇒ (3) + 4 = 7
ouch: 1d6 + 2 ⇒ (3) + 2 = 5
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Initiative!
Whole party may act.

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Get off of me, wretched thing!
swim: 1d20 + 2 ⇒ (10) + 2 = 12
warhammer, swimming: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
half damage: 1d8 + 2 ⇒ (3) + 2 = 5

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Grel connects again, though again the blow from his blunt weapon is softened by the water. Verathis, his last attack having been stymied partially by the cover granted by the surface of the water, tries again. Unfortunately the motion of the water once again throws off his aim, and the acid just misses its target. Sorry, ranged attacks are frustrating in water. From outside, the target has improved cover, and from underwater you take a -2 for every 5ft of water you're shooting through.
Carson and Harada may act.

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Grel barely keeping his head above water, Any second now, gents. Feel free to wade in. It's about to drag me under!

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Carson watches Grel bounce up and down in the water swinging his hammer. The image makes him smile. "On the way buddy." He then wades over and tries to stab the creature with his cold iron dagger.
Stab: 1d20 + 5 ⇒ (7) + 5 = 12
Stick: 1d4 + 1 ⇒ (4) + 1 = 5

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Carson and Harada join the assault, but neither is able to connect on the slippery creature, which continues unsuccessfully trying to latch on to Grel.
bite: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d6 + 2 ⇒ (6) + 2 = 8
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Initiative!
Whole party may act.

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Eat hammer, fiend! Feel slams hammer at the monster again.
swim: 1d20 + 2 ⇒ (15) + 2 = 17
Warhammer, swimming: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
half damage: 1d8 + 2 ⇒ (7) + 2 = 9

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The creature is slimy and wily, but after it's slowed by another Grel hammer-blow, Harada is finally able to get a bead on it and pin the vile parasite to the floor! Out of combat. Now that you're able to look around in safety, you find a small cask of vintage wine among the barrels that you suspect is worth a fair bit to the right buyer.

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I'm inclined to drink the lot of this right now. I'm not suited for the water but my mother insisted on lessons as a wee boy. I thought I would drown at the hands/limbs? of that thing. Remind me to thank her. Grel dries himself off and goes about searching the area for egress.
preception: 1d20 + 11 ⇒ (15) + 11 = 26