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Xakon dismount and picks the lock on the door after examining it for traps. He also requests Guidance from Sugar.
DD, t10, guidance: 10 + 17 + 1 = 28

GM Harker |

With Sugarsnap's Guidance, Xakon has no issues forcing open the lock. Inside those near the door see chains dangle from four iron rings set into the stone of this room’s eastern wall, and small knives and hooks hang from pegs nearby. Blood stains the floor beneath the chains. There are four doors to the north and four more to the south, each with a small, barred window.
Currently two lizard-like humanoids appear to be tormenting another in one of the cells. They quickly turn around, however, when the door is open and brandish their heavy maces. From the lack of terrible smell, they probably are not troglodytes.
It's Knowledge (nature) to identify these creatures.
PC Initiative
Frēodwēn Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Jirah Initative: 1d20 + 3 ⇒ (4) + 3 = 7
Lady Sugarsnap's Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Mudk's Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Sivantanpisil's Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Xakon's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
S Init: 1d20 + 5 ⇒ (17) + 5 = 22
Initiative (Round 1)
Sugarsnap/Truffles <= Up
2 Lizard-like Guys
Mudk
Frēodwēn
Sivantanpisil
Jirah
Xakon
Sugarsnap/Truffles is up first!

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know nature: 1d20 + 9 ⇒ (10) + 9 = 19
Sugar makes her way into the room one hand in her pocket as she activates her pearl to recall Magic Fang spell.
pearl of power to recall magic fang spell
Truffles will move with Xakon

GM Harker |

Frēodwēn and Sugarsnap recognize that these creatures are degenerate serpentfolk. Unlike their intelligent and magically talented forebears, they are stupid, vicious brutes barely a step above animals. Nevertheless, they are immune to mind-affecting effects, paralysis, and poison. They also have minor spell resistance and their bites are poisonous.
Sugarsnap bravely moves into the room first and recalls her Magical Fang spell.
The red scaled serpentfolk charges Xakon at the door. The creature's mace is deflected by the well-armored halfling's chain shirt.
The green serpentfolk charges Sugarsnap and she is not quite as fortunate as its mace hits her. Sugarsnap takes 11 damage from the mace.
The serpentfolk behind bars cringes and whimpers as he moves to the back of his cell.
Due to the set up of the room, you cannot move inside it without first going through the square currently occupied by the red serpentfolk.
Also, if Truffles is going to attack, please make the rolls for him. Since no enemy was at the door during Sugarsnap's first turn, we'll say he delayed that round.
Red Mace + Charge: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Green Mace + Charge: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Mace damage: 1d8 + 5 ⇒ (6) + 5 = 11
Initiative (Round 2)
Sugarsnap/Truffles [S: 11 damage] <= Up
2 Degenerate Serpentfolk
Mudk <= Up
Frēodwēn <= Up
Sivantanpisil <= Up
Jirah <= Up
Xakon <= Up
Everyone is up!

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Xakon is staying on the ground. He dismounted to unlock the door. Going to use Truffles for flanking. Delaying until others join melee.

GM Harker |

Edit: I see where Xakon dismounted, it seems like I was too distracted by setting up the room to notice. My apologies. Nevertheless...
I'll assume Xakon is staying on the floor for the future. Please let me know when Xakon will be re-mounting. Sugarsnap, you are in charge again of Truffles attacks and movement. I moved Truffles down the hallway to accommodate Sugarsnap's former position on the map and his inability to share a square with Xakon unless mounted.

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Xakon rages, full attacks the serpent blocking the doorway and steps south.
Bless is still active, right? I need to look at the map before declaring actions...
rapier+2, rage, bless: 1d20 + 10 + 2 + 1 ⇒ (15) + 10 + 2 + 1 = 28
adm pierce: 1d4 + 8 + 2 ⇒ (4) + 8 + 2 = 14
rapier+2, rage, bless: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28
adm pierce: 1d4 + 8 + 2 ⇒ (3) + 8 + 2 = 13
confirm crit: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10
adm pierce: 1d4 + 8 + 2 ⇒ (3) + 8 + 2 = 13

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Mudk steps into the gap left by xakon and full attacks.
power attack: 1d20 + 9 ⇒ (19) + 9 = 282d4 + 13 ⇒ (3, 1) + 13 = 17
***confirm crit: 1d20 + 9 ⇒ (18) + 9 = 272d4 + 13 ⇒ (1, 1) + 13 = 15
power attack: 1d20 + 4 ⇒ (20) + 4 = 242d4 + 13 ⇒ (3, 2) + 13 = 18
***confirm crit: 1d20 + 4 ⇒ (8) + 4 = 122d4 + 13 ⇒ (3, 4) + 13 = 20
Caveat if the serpent in the doorway died from Xakon's attack I'd like to move all the way into the room(so lose the second attack) not 5' step left.

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Sugar yelps out in pain as the weapon practically knocks her over.
Sugar quickly recovers to attempt a counter attack with her scythe.
scythe attack: 1d20 + 6 ⇒ (16) + 6 = 22 (+1 more if Bless is active)
damage: 1d6 ⇒ 6

Lord Admiral Truffles |

Truffles looks anxious as he hears Sugar yelp in pain, but there is no path for him to get to her.
delay until there is a clear path for Truffles to reach Sugar.

GM Harker |

We'll say Bless is active for 2 more rounds, counting this one.
Xakon pierces the red serpentfolk twice with his rapier, then moves to allow Mudk a chance to attack. The paladin readily complies, cleaving his sword into the enemy's skull and killing him.
Sugarsnap retaliates against the green serpentfolk that struck her with a scythe attack of her own. The weapon easily slices through the creature's defenses, injuring him.
Frēodwēn, Sivantanpisil, Jirah, Truffles.

Lord Admiral Truffles |

Once the path is clear Truffles finds a way to respond to Sugar's yelp of pain "charging" into the room to help her.
not actually charging per the charge action
Gore attack - PA & bless: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
damage: 1d8 + 12 ⇒ (5) + 12 = 17
sorry if Truffles in blocking anyone, but as an animal he does not really understand tactics.

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Frēodwēn moves up to Mudk and taps him in the shoulder. "Fight bravely, brother."
casting Heroism in Mudk. Should last an hour.
-Posted with Wayfinder

GM Harker |

Truffles bounds into the room and gores the green scaled enemy.
Back in the hallway, Frēodwēn casts a Heroism spell on Mudk, imbuing the paladin with greater bravery in battle. As a reminder, Heroism is a morale bonus, so it does not stack with Bless, nor the +1 to saving throws against charm and fear effects from Inspire Courage.
Sivantanpisil, Jirah.

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Sivvy runs into the room and attempts to tumble past the serpentfolk. Then coming to her feet thrusts her spear into its backside.
Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
Blessed Power Atk w/ Longspear: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 for piercing damage of : 1d8 + 13 ⇒ (4) + 13 = 17
Pretty sure that is a failure on the tumbling. I'm not sure where that leaves me or if I take an AOO, which I would take if that gets me into position to attack. I'll place myself where I intended to go. Move me as appropriate.

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I think an acrobatics failure just means you move but provoke--unless you're trying to move *through* an enemy, then it means you stop moving
-Posted with Wayfinder

GM Harker |

Frēodwēn is correct about how acrobatics works when you fail to make the DC to tumble past enemies. However, you can only move half speed when doing so. This means Siv's top speed with Acrobatics is 20 feet, which would not be enough to place her in the desired position. It would appear also that just moving 20 feet in would not allow her to attack with a reach weapon since she would be adjacent to the enemy wherever she stopped. I'll give you a bit to let me know how you would like to amend you actions, Siv.

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It wouldn't be right to amend the tumble knowing the dice result. So, if I can move 15' as the move action and fail the acrobatics, can I use the standard action, to continue the move another 5' to the spot 10' to the north of the lizardman, ending my turn there?

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Being stuck in the back affords Jirah no options. She calls out exasperatedly
Whats going on up there? I hear battle! Clear the way for the rest of us!
Short of casting a spell on Freo which would be useless at the moment, Jirah can't really do anything. I'll just ready an attack action with my glaive in case anything comes at us from behind.
She turns slightly to keep an eye out behind and pulls out her glaive.
Let me know if the path opens up, Freodwyn. I've got our backs.
Readied Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d10 + 2 ⇒ (9) + 2 = 11

GM Harker |

No problem, Siv.
Looking over Truffles' AC in your character profile, I'm a little confused about one of the numbers. It shows that his natural armor is +10, but I believe that he only gets a +6 starting natural armor and a +2 NA AC increase at this level, which puts him at a +8. As I admitted before, I'm no expert on animal companions, so I could be missing something. Barkskin might explain it, but I haven't been able to find where Sugar may have cast it on this level of the dungeon. I'm only bringing it up because a difference in +2 natural armor determines whether or not Truffles gets hit this round. I'll assume that there is something I'm missing and have the attack miss, but please let me know what I'm missing.
* * *
Sivantanpisil attempts to acrobatically avoid an attack of opportunity, but the serpentfolk finds an opening and tries to bite her. Its fangs are deflects by her armor.
Jirah moves down the hallway to get closer to the door, but avoids going inside yet due to the bottleneck and threat of opportunity attacks.
The green serpentfolk makes two failed attacks Truffles with his mace and his fanged bite and maintains his position near the door.
Bite AoO: 1d20 + 6 ⇒ (4) + 6 = 10
Mace vs Truffles: 1d20 + 11 ⇒ (2) + 11 = 13
Bite vs Truffles: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative (Round 3)
Sugarsnap/Truffles [S: 11 damage] <= Up
Degenerate Serpentfolk
Mudk [Heroism Active] <= Up
Frēodwēn <= Up
Sivantanpisil <= Up
Jirah <= Up
Xakon <= Up
Group Effects
Bless (Last Round): +1 to attack rolls, fear saves
Everyone is up!

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Nobody messes with Truffles!
Xakon tumbles 20' around the lizard to flank with Sugar and attacks with vengeance.
Acrobatics: 1d20 + 14 ⇒ (10) + 14 = 24
rapier+2, rage, bless, flank: 1d20 + 10 + 2 + 1 + 2 ⇒ (16) + 10 + 2 + 1 + 2 = 31
adm pierce: 1d4 + 8 + 2 ⇒ (3) + 8 + 2 = 13
SA: 2d6 ⇒ (5, 5) = 10

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Sivvy circles around behind Xakon coming up opposite of Truffles. Then, stabs at the lizardman with her longspear.
Blessed PA with Longspear: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 for piercing damage of: 1d8 + 13 ⇒ (1) + 13 = 14

GM Harker |

Xakon tumbles into the room and sticks the serpentfolk with his rapier, but it's not enough to drop him.
Then, Sivantanpisil stabs him with her longspear, which does finally defeat him.
Combat Over
Injury Report: Sugarsnap 11 Damage.
On the degenerate serpentfolk you only find two masterwork heavy maces.
Unless you are interested in tools of torture, the only other thing of note in the room is the serpentfolk in the cell, currently slump in the corner staring off into space in some sort of stupor.

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Yep. I would like to cast Longstrider on myself. Duration is 6 hours. It will be my SOP to cast this before starting any level going forward.
And I'll tap Sugar with my CLW wand to get her full.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

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GM I will look over truffle's stats to verify everything. sorry about the last couple of days. but on the plus side I am getting more into 5th edition. finding some good and some bad, had a couple of games last two nights.

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did some checking... base is +6, and level 6 druid grants a +4 bonus to NA. so that's +10 (you may have been looking at the +2 strength and Dex bonus at level 6?)

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"What is this poor creature here?" Frēodwēn moves over to the lizardfolk in the cage and tries to get its attention.
is tongues still active for Frēodwēn?
-Posted with Wayfinder

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A slave perhaps. Who speaks draconic? Hey you there in the cage. I can let you out if YOU help us. (Long pause) CAN YOU SPEAK COMMON?
Xakon opens the door to the cage and let's him or her out if they act peaceful.

GM Harker |

Yes, Comprehend Languages is still active.
As some of the group move up to the cell and address the serpentfolk, the creature falls to its knees and rattles off the following in Common, "I have given myself to you, Kro’akoth! Ydersius is a living corpse and not fit for worship. Not like you, my lord and master! Give me freedom and I will fight in your name!"

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Jirah shrugs as she enters the room, kicking over one of the dead lizard people as she moves to peer at its face.
Ahh... So that's what all the fighting was with. Pitiful creatures. Simple in mind and body. Calistria would be...disgusted. As for him... No idea. I've never heard of any of that gibberish. Maybe you're right and it's a combination of both.

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Frēodwēn addresses the creature. "Who do you believe you are speaking to? Why are you in this cage?"
-Posted with Wayfinder

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Jirah shrugs and looks at the lizard in the cage.
I don't think he would pose much of a threat of we free him and he attacks us, honestly. I say we release him and leave him to his own agenda.

GM Harker |

You can make a Knowledge (religion) check on the stuff the serpentfolk is taking about.
In response to Frēodwēn's direct questioning, the creature replies, "I serve Kro'akoth, and all our a manifestation of his glory! We fought Kro’akoth’s holy priest and were defeated. The others are dead now, but not Draa! Kro’akoth has saved Draa!"

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know religious stuff?: 1d20 + 2 ⇒ (10) + 2 = 12
Sugar looks to Jirah and starts to make a circle with her finger beside her head as she indicates the creature in the cell.

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knowledge, religion: 1d20 + 6 ⇒ (2) + 6 = 8
Frēodwēn wracks his brain but can't think of anything he might know about this supposed god.
-Posted with Wayfinder

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If no one identifies his god, then Xakon frees him from the cage and starts investigating the next room. SOP

GM Harker |

Neither Sugarsnap nor Frēodwēn have any idea of who or what Kro’akoth is.
"No, no, no, no, no. Kro’akoth, the Fire Serpent, is the true god of my kind! Ydersius is dead! Kro’akoth is all! I was mislead, lied to by the priests of a dead god!" The serpentfolk replies fervently.
If you have any more questions, feel free to ask them retroactively until we hit the next major encounter.
Once the group finishes questioning the crazed prisoner, Xakon takes a few moments to unlock the cell to set him free. He gingerly steps out of the cell, then sits down on on the floor and stares out into space.
* * *
Presumably leaving the wretched creature to his own devices, the group proceeds down the hall to the next room.
This chamber is full of statues. In the center is a basalt statue of a serpentine figure, its head wreathed in flame. A dozen smaller statues are clustered on the floor. These depict a different serpentine figure, but all the heads have been chopped off. A pathway through the statuary leads to double doors on the north wall.
Casting Detect Magic in the room indicates that the flames around the statue's head are some kind of illusion magic.
Searching the room, you find a secret door on the west wall.
I'll give you a bit for any IC reactions and/or questions for the prisoner before continuing through the secret door as per the SOP.

GM Harker |

Finding no traps on the secret door on the west side of the statue room, the group proceeds along a five foot wide passage that proceeds 30 feet to curve to the north. At the end is a locked wooden door. No sounds are heard beyond the door, nor does it appear to be trapped.

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Xakom takes 2 minutes and unlocks the door. He quietly opens the door afterwards.
DD, t20: 20 + 17 = 37
Stealth, t10: 10 + 15 = 25