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1st watch: ( uneventful )
Grenep: Your Earth Sense is in a constant state of flux, there are plenty of animals around you at all times, does that ability give you any special insight as to type or size as well?
2nd watch: ( wandering monsters )
During the 2nd watch (I believe that was Simn's only right?) The party is assaulted by large bloodsucking vermin none seem to get close to the fire so it repels them for the most part. However it does little to deter the Giant frogs hunting those vermin, and now have their eyes set on bigger prey. You.
I'm keeping the battle loose, no need for a battle map for this as of yet.
Battle 1:
(6) Giant Frogs
Visual: Six four foot tall frogs weighing close to 150lb. lumber about the edge of the camp, mistaking the party for their nightly meal they attack.
Simn can roll initiative for the group as he is awake, if he beats my frog initiative he can alert the sleeping party members and not be subject to surprise attacks. {and act before the frogs).
Edit: Frog Initiative: 23 (Oh boy does that suck for Simn.)

Grenep Featherwise |

Re: Earth Sense-I copied it in my previous post exactly as it is in the book. I would assume by creature they are not including insects and such and it seems logical that he would get at least some impression of the size of the creature which is impressing the earth. But I shall leave that up to you to adjudicate at your discretion of course oh wise and mighty GM :)

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Sorry denying size then, it's not stated you can get an estimation on size. Only number and general direction without pin point accuracy.
During your watch there was nothing making any beeline for the fire, most seemed to avoid it. There were "lots" of creatures in the swamp in your radius past the camp fire but still in your detection radius.
I'm counting anything bigger than a mouse unless your really trying to concentrate, you don't really want every insect I assume. I will also ping your ability with a special note if something is really big, like bigger than a cow or something. (even though that's not the norm on that ability as I read it.)

Grenep Featherwise |

Re Earth Sense
...
Grenep's height is there, don't think the big guy has any worries about getting swallowed ;-)

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Proxy Init Roll for Simn: 1d20 +4 ->[11,4] = (15)
Simn hears the rustling of plants and the odd thump of something approaching hidden in the darkness. He is not surprised by 6 forms as large as himself though as the move into his line of sight.
The creatures strike out a croaking belch can be heard as long slender pink tongues lash out in the direction of Simn.
Theres is a simple DC 5 listen roll needed to awake to this commotion due to the poor sleep conditions
Those that pass can act on the end of Simn's turn, after the Giant Frogs attack.
Some fine reading material: Surviving 'Swallowed Whole'.

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Like a fisherman casting his line, the six Giant Frogs all belch forth ling pink lines of sticky tongue trying to all be the first to draw you closer to their mouths as a light snack.
They all scuttle about as they try to lock on to you with their casts, they all move to within 15 feet of you and lash out with sticky appendages:
Attack Rolls: Link
1d20 +4 -> [17,4] = (21) (hit)
1d20 +4 -> [13,4] = (17) (hit)
1d20 +4 -> [8,4] = (12) (miss)
1d20 +4 -> [15,4] = (19) (hit)
1d20 +4 -> [19,4] = (23) (hit)
1d20 +4 -> [16,4] = (20) (hit)
I need 5 opposing strength rolls, failure on any one of them means your grappled and can be pulled close to their mouth next round (or in the event of a natural 20 a possible swallow whole.)
Frog 1 does provoke an attack of opportunity, and you may strike him first before that grapple roll. The rest will not as you do not have Combat reflexes.
Here are the strength scores to beat:
The Dice favor you greatly, there is only 1 potentially hard grapple check to make.
1d20 -4 -> [7,-4] = (3)
1d20 -4 -> [2,-4] = (-2)
1d20 -4 -> [16,-4] = (12)
1d20 -4 -> [10,-4] = (6)
1d20 -4 -> [1,-4] = (-3)

Delweir |

Delweir springs upright at the first sound of the frogs. He is alert, aware and ready to act.
Listen check: 18
So naturaly he fails the strength check.[ooc]
Strength check:6
[ooc]Oh merciless DM, is one check enough? How do we know who is being trageted by which frog tongue?

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Delweir springs upright at the first sound of the frogs. He is alert, aware and ready to act.
Listen check: 18So naturaly he fails the strength check.[ooc]
Strength check:6[ooc]Oh merciless DM, is one check enough? How do we know who is being trageted by which frog tongue?
repost: The creatures strike out a croaking belch can be heard as long slender pink tongues lash out in the direction of Simn.
After Simn makes his AOO, his Strength Checks, it'll be his turn.
This will end round 1.
Then the frogs will go again at the start of round 2, and then the PCs will finish round 2 awake and ready to enter combat.
If Simn can't post by tonight I will move him into NPC status and control him until he returns.

Grenep Featherwise |

Grenep's rolls:
Listen;Initiative;Attack on closest frog;Damage (1d20 8=22, 1d20 4=8, 1d20 3=14, 1d10 5=15)
And just to be clear, we are now acting on the Third round? Not at the end of the 2nd round after Simm's turn?
Sigh. I was kinda hoping you just forgot all about him for This particular encounter but in all fairness, here's the dilly-o for Gritch. As it seems he wasn't noticed the first time around (probably cuz he was sleeping curled up with Grenep) the Druid will Strongly order him to retreat to the back of the boat. I just hope the crotchety lil bugger listens! Good luck little fella! Grenny loves ya!
Grenep's HA check to get Gritch to retreat/run away (1d20 6=17)

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Grenep's rolls:
Listen;Initiative;Attack on closest frog;Damage (1d20 8=22, 1d20 4=8, 1d20 3=14, 1d10 5=15)And just to be clear, we are now acting on the Third round? Not at the end of the 2nd round after Simm's turn?
Sigh. I was kinda hoping you just forgot all about him for This particular encounter but in all fairness, here's the dilly-o for Gritch. As it seems he wasn't noticed the first time around (probably cuz he was sleeping curled up with Grenep) the Druid will Strongly order him to retreat to the back of the boat. I just hope the crotchety lil bugger listens! Good luck little fella! Grenny loves ya!
Grenep's HA check to get Gritch to retreat/run away (1d20 6=17)
round 1:
FrogsSimn (PCs wake up)
round 2:
Frogs
Pcs
Once Simn determines his attack roll, grapple checks then possibly his actions it'll be the top of round 2.
+1 for reminding me of your companions/familiars, I did indeed forget those. He will still be a viable target for round 2 ;) As for Init. I'm forgoing individual initiatives due to party size, see the ooc thread post about that. It has benefits and drawbacks but will allow a pbp to go much faster.

Khaladon |

That's fine about the init. I'm actually for the DM making Most of the rolls: unknown Senses rolls (spot listen etc.), Initiative rolls, Most skill rolls...
and maybe just leaving for us our combat rolls, saves and other life or death situations. I find it just speeds up the game a lot in PbP's
And they can only attack Gritchy if he's There, right? Hopefully with the HA roll he ran away. (Although the scrappy lil bugger does like a good fight damn him)

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That's fine about the init. I'm actually for the DM making Most of the rolls: unknown Senses rolls (spot listen etc.), Initiative rolls, Most skill rolls...
and maybe just leaving for us our combat rolls, saves and other life or death situations. I find it just speeds up the game a lot in PbP's
And they can only attack Gritchy if he's There, right? Hopefully with the HA roll he ran away. (Although the scrappy lil bugger does like a good fight damn him)
I've rolled many secret rolls already, and not the ones I 'let' you see so far. :) I do like to let people feel a part of the game too though, this roll could very well be life or death for Simn however so I want to delay as much as possible.

Simn Thistlesworth |

"Aaaah!" Simn yells, this being a multipurpose yell both expressing surprise and hopefully waking the others. Not much to be said for its musical quality though.
With the frogs lashing out even before the yell has left his mouth, he tries to skewer the one coming after him. The others will just have to fend for themselves for the moment.

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"Aaaah!" Simn yells, this being a multipurpose yell both expressing surprise and hopefully waking the others. Not much to be said for its musical quality though.
With the frogs lashing out even before the yell has left his mouth, he tries to skewer the one coming after him. The others will just have to fend for themselves for the moment.
Excellent Simn, though you do have to beat 4 more strength rolls, they all tried to tug at you. (I'll consider your 19 against the 1 that had the highest roll, so you managed to fend off that sticky attack with your counter attack. [even with the -4 you didn't factor in short fry :P] )
That Particular frog that was hit is weary and will not be attacking next round. I will divide the next 5 rolls against yourself and the badger as he is a target this round coming up.
Simn you may also, barring you do not fail any strength checks left, act on your turn.

Sir Muerdon |

Chris Banks |

Opposed Strength (1d20-4=16, 1d20-4=15, 1d20-4=-2, 1d20-4=9) Well, I daresay that -2 takes care of any actions for the round.

Khaladon |

Sigh, I Knew that's what my honesty would get me. Guess the stubborn little SOB Didn't listen to his 'master' and run away. Well, in addition to the +1 you were kind enough to give, please remember that badger's go berserk as soon as they are injured and gain a bunch of bonus'. Check out Gritch on my profile to see them

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Sigh, I Knew that's what my honesty would get me. Guess the stubborn little SOB Didn't listen to his 'master' and run away. Well, in addition to the +1 you were kind enough to give, please remember that badger's go berserk as soon as they are injured and gain a bunch of bonus'. Check out Gritch on my profile to see them
I don't wish to micromanage your pet so I will allow you to dictate if he listens or not. He wont be the only target this round, but is probably the only other target that 'could' be swallowed.

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One of the frogs got lucky and successfully grappled Simn, he is currently entangled (grappled) with free pin attempt coming in a second.
Simn: Beat an opposing grapple roll of3 Or be drawn closer to the frog and attacked.
DM NOTE: You can still use an action [opposed grapple/escape artist] to break the grapple or attack with a tiny or smaller weapon unless you are pinned, then you can attempt to break the pin only.

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Round 2:
Awoken by the struggles and noises the party awakes to find the Gnome entangled in a sticky pink tongue attached to a Giant Frog. He struggles against the creature as it tries to wrench him closer to his gaping maw.
There are five other frogs train their large bodies on the movement generated by the rest of the party and attack, belching forth lines of pink in an attempt to entangle a meal.
Slurp! (miss)
Slurp!(24*)(hit!)
*JuJu roll needed: (17, no bad Juju)
Grapple DC: 13
Pin DC: 8
Slurp! 20 (hit)
Grapple DC: 8
Pin DC: 7
Slurp! (24*) (hit)
*JuJu roll needed: (13, no bad Juju)
Grapple DC: 7
Pin DC: -3
Slurp! (22)(hit)
Grapple DC: -2
Pin DC (if needed): 1
Notes: Once I get your AOO's resolved, you need to make opposing grapples.

Kavelin the Red |

Frog 5 [Target: Kavelin] Ranged Touch, Provokes AOO. attack [this provokes AOO from the target only.]
Slurp! (24*) (hit)
*JuJu roll needed
Grapple DC: 7
Pin DC: -3
Well, since at this point I'm prone and unarmed, I'm assuming no AOO...
Grapple Check: (1d20+1)=4 Uh-oh.

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Dungeon Master WA-74 wrote:Frog 5 [Target: Kavelin] Ranged Touch, Provokes AOO. attack [this provokes AOO from the target only.]
Slurp! (24*) (hit)
*JuJu roll needed
Grapple DC: 7
Pin DC: -3Well, since at this point I'm prone and unarmed, I'm assuming no AOO...
Grapple Check: (1d20+1)=4 Uh-oh.
Negative, you are not prone you guys were alerted to the attack during round 1, and may act on this round. take your AOO if you wish, it helps defeat the grapple roll. (these frogs are slightly different, normally damage will break the grapple check, in this case it helps your grapple check.)
Go ahead and modify your post with an AOO and I'll do the math and see if your still grappled or not.
I'll proxy roll for the paladin once everyone else rolls in case he is awol still.
The PCs may now go.

Duneriur Mawdancer |

Duneriur seeing the attack and being well within range starts to cast a spell
Duneriur shouts I am going to try and put them to sleep, be ready to attack
Duneriur targets the area directly behind the fogs as to minimize the effect of the spell to only the frogs and maybe simms. A shimming engulfs Duneriur for a moment and a swift wind moves forward at the frogs.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). .

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Duneriur seeing the attack and being well within range starts to cast a spell
Duneriur shouts I am going to try and put them to sleep, be ready to attack
Duneriur targets the area directly behind the fogs as to minimize the effect of the spell to only the frogs and maybe simms. A shimming engulfs Duneriur for a moment and a swift wind moves forward at the frogs.
** spoiler omitted **
This will happen after the PCs resolve their grapple checks, but your action is locked in and noted Wizard. It'll affect all the frogs, and only the PCs that were drawn into the frogs mouths/square (if any).

Alvartus "The Gilded Pick" |

Kavelin the Red |

Dungeon Master WA-74 wrote:Frog 5 [Target: Kavelin] Ranged Touch, Provokes AOO. attack [this provokes AOO from the target only.]
Slurp! (24*) (hit)
*JuJu roll needed
Grapple DC: 7
Pin DC: -3Well, since at this point I'm prone and unarmed, I'm assuming no AOO...
Grapple Check: (1d20+1)=4 Uh-oh.
Ok, take two: AoO= (1d20+1)=13 to hit. Grapple check as above (4).
Kavelin will also prepare to cast a Color Spray assuming he isn't grappled. He'll take a 5 foot step if necessary to avoid any AoO or hitting party members.

Simn Thistlesworth |

Sir Muerdon |

As it looks like there is no time to waste with spells, I charge towards the frog that is holding the gnome with its tongue.
Attacking frog: (1d20+3=19)
Damage: (2d6+3=10)
"Vorr!" I shout as I bring my great sword down towards the back of the tremendous frog.

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As it looks like there is no time to waste with spells, I charge towards the frog that is holding the gnome with its tongue.
Attacking frog: (1d20+3=19)
Damage: (2d6+3=10)"Vorr!" I shout as I bring my great sword down towards the back of the tremendous frog.
Simn and Muerdon work together and defeat the frog trying to wrench Simn in.
The remaining 5 are subjected to a sleep spell and make saving throws.
1d20 +2 -> [9,2] = (11) failed
1d20 +2 -> [16,2] = (18) passed
1d20 +2 -> [5,2] = (7) failed
1d20 +2 -> [10,2] = (12) failed
1d20 +2 -> [19,2] = (21) passed
2 of the remaining 5 are unaffected by the wizards sleep spell, as they try to advance they are blasted buy a spray of color in the face and make further saving throws:
1d20 +2 -> [5,2] = (7) failed
1d20 +2 -> [18,2] = (20) passed
one of the remaining frogs is knocked unconscious, and falls on his side at an awkward angle. There is one remaining frog that makes a gurgled croak as the rogue stabs him in the side.

Grenep Featherwise |

@!#@$ Damn it! I made a long post with all of Gritch's rolls and it's gone. (and yes I copied and pasted too but somehow that's gone too...? Anyway, I know he rolled not one but Two ones and I think he made he escape check. But if you prefer you can just roll all the necessary rolls as I'm not sure if I even rolled the right ones anyway (why did they make Grappling so unnecessarily complicated?) And remember that when badger's get injured they go beserk and gain +4 to Str & Con and -2AC. (It's all on Grenep's sheet). And then...
Grenep, seeing his beloved badger attacked goes wild and smashes at the frog that grabbed him. Grenep's Attack (1d20 3=9, 1d10 5=14) (probably a miss, unless the frog was already out? Can you coup-de-grace with a Club?)

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@!#@$ Damn it! I made a long post with all of Gritch's rolls and it's gone. (and yes I copied and pasted too but somehow that's gone too...? Anyway, I know he rolled not one but Two ones and I think he made he escape check. But if you prefer you can just roll all the necessary rolls as I'm not sure if I even rolled the right ones anyway (why did they make Grappling so unnecessarily complicated?) And remember that when badger's get injured they go beserk and gain +4 to Str & Con and -2AC. (It's all on Grenep's sheet). And then...
Grenep, seeing his beloved badger attacked goes wild and smashes at the frog that grabbed him. Grenep's Attack (1d20 3=9, 1d10 5=14) (probably a miss, unless the frog was already out? Can you coup-de-grace with a Club?)
His DC was in the negatives, so He avoids it.
Due to the frog being prone, you do connect, and with a sickening crunch indeed as you fell the watery foe in one powerful smash.
There is one frog still active. 4 incapacitated frogs (helpless). They can be Coupe'd (automatic critical strike, save or die.)

Alvartus "The Gilded Pick" |

Next Turn: With a sadistic grin, Alvartus steps to the remaining frog and attempts another Sneak Attack.
Flank attack: 1d20+3=15, sneak attack 1d6+1+1d6=6.

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The last frog standing blinks and falls over, blood leaking out of a fatal wound. The sounds of the swamp that were muted, slowly rise back to your awareness as the adrenaline from the battle fades.
The rest can be dealt with without reprisal so I will end combat assuming you all take full round actions to take care of the rest.
Well done, I was expecting that to not go as well as it did for the PCs.

Grenep Featherwise |

Once all the frogs are dead, Grenep rushes over to Gritch, picks him up and starts worrying and fussing over him, making sure he is all right. The badger is not having it and growls and nips the big half-orc several times, but to no avail, he's caught. Once Grenep curses and kicks at one of the dead frogs though the grouchy seems to calm down and put up with Grenep's attentions.
Once he's sure that Gritch is ok, he'll ask to the rest of his friends "Is everybody all right? Anyone hurt?"

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"I suggest we throw the bodies as far from our campsite as possible," I suggest as I make sure all the frogs are dead, "Their corpses could easily attract other, larger, more dangerous predators."
Good idea.
An old flat-bottomed boat lies hidden in this area, concealed by reeds and nearly submerged. The boat has a gaping hole in its side just above the waterline. All that remains of any interest in the boat is a locked chest.
The stinging of smaller pests still find their way past your armor and swatting strikes. The night is still young, and there's a 3rd watch coming up soon.