
DM Stylz |

Damage:
Shadow: 2+5=7+3=10+3=13
Tracker: 2-3
Nit: go round 3
Hootie: go round 3
---
Shadow: done
---
Fleur: go round 2
Tannivh: magic missile for 3
Waruk: go round 2
Brun: go round 2
Waruk takes a mighty swing, but it passes through the shadow, much like the arrow before did.
Brunhilt, grabs their wand of cure light wounds, and taps the shadow in it's incorporeal "chest", and discharges a blast of positive energy on the creature. You can hear the negative energy sizzle as the positive energy from the wand rips apart the shadow. It still stands, wanting to wreck some havoc on the living.
touch attack for Brun on shadow with wand: 1d20 + 3 ⇒ (19) + 3 = 22
positive energy: 1d8 + 1 ⇒ (6) + 1 = 7
shadow will DC 11: 1d20 + 4 ⇒ (16) + 4 = 20 3 damage taken
The shadow, than claws at the Dwarven druid that hurt it so. It barely manages to touch Brunhilt, as the blast of energy has done some damage. Brunhilt can feel their strength being sapped from his body.
touch attack vs brunhilt: 1d20 + 4 ⇒ (6) + 4 = 10
str damage, it heals naturally or via lesser restore: 1d6 ⇒ 2

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Nit fires another ray of positive energy at the shadow.
Disrupt Undead: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d6 ⇒ 6

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Hootie takes up a defensive stance, ready to dodge any attacks that comes her way.

DM Stylz |

Giving those in bold a chance to post by tomorrow evening. Otherwise they will be DMPC
Nit tries once again to disrupt the energy given off by the shadow, but the shadow is hard to hit. Hootie takes up a defensive stance, just in case the shadow wants to take her strength away.
Damage:
Shadow: 2+5=7+3=10+3=13
Tracker: 2-3
Nit: disrupt undead miss
Hootie: total defense
---
Shadow: done
---
Fleur: go round 2
Tannivh: magic missile for 3
Waruk: go round 2
Brun: go round 2

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Not realizing that nothing he does will hurt the creature he will swing again
atk: 1d20 + 6 ⇒ (3) + 6 = 9
dmg: 2d8 + 7 ⇒ (3, 2) + 7 = 12
-Posted with Wayfinder

DM Stylz |

COMBAT OVER
The shadow's will is strong, as it once again resists the positive energy coursing through it via Fleur's wand. Brunhilt, again tries to blast it with positive energy. The shadow is weakened is unable to protect itself from Brunhilt, and shrinks into nothingness. As it vanishes, it coalesces into a tiny lapis lazuli gem.
Damage:
Brun: 2 strength damage

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Hootie hopes forward and picks up the gem.
With the rest of the party she holds up a hand.
"Let me scout the stairs first." so saying as she makes her qay as quiet as she be while still looking out for trouble.
Perception 1d20 + 7 ⇒ (17) + 7 = 24
Stealth 1d20 + 10 ⇒ (16) + 10 = 26

DM Stylz |

Hooties heads to the stairs, and everything seems to be okay. She doesn't notice any traps are hazards, and quietly heads down the stairs. You reach the bottom and Hootie rounds the corner.
A framework of old timbers shores up this hallway's cracked and uneven ceiling. From the west comes the sound of falling water. In the middle of the hall, a large stone block lies on top of the corpse of a crushed goblin.
Upon closer inspection, Hootie you notice the timbers and support beams are very shabbily constructed. Any loud sound, or running could casue the whole thing to crash down upon you.
Each Small or larger creature walking through the hall has a 25% chance of triggering the hazard; creatures running or fighting in the area have a 50% of triggering the hazard. Characters moving slowly (at half speed) and carefully who succeed at a DC 10 Acrobatics check can pass through without any chance of causing a minor collapse.

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Nit cringes as the entire chamber looks like it is going to collapse all around their heads.
Acrobatics: 1d20 ⇒ 18
Nit takes his time and carefully climbs over and around the rotting timbers.

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Hootie reports back.
"The structure is unstable and could come down at any moment. I'd suggest caution and slow movment." She demostrates. Inching herself across with slow and careful movements.
Take 10 Acrobactics for total 17

DM Stylz |

Your group takes their time, and manages to navigate the less than stable corridor. You reach the end of the unstable area, and progress a handful of feet to a large chamber appears to be a natural cavern with small yellow crystals glittering in the walls. A level flagstone path clings to the western wall, but most of the room is an open chasm. Uneven columns of rock jut from the chamber's depths, matching the height of the flagstone floor to the north and south. Water streams down from the roof of the cave and pools thirty feet below around the bases of the rock columns. A rickety ladder lies on the ledge of the cliff at the room's northern exit, along with torches and a barrel full of pitch
The broken columns of rock are separated by 5-foot gaps and form a dangerous path across the chamber. The jump from either ledge to the first rock column is pretty easy, requiring only a successful DC 5 Acrobatics check, since the paths are dry and there is room for a running start. However, jumping from column to column is notably harder, requiring a successful DC 12 Acrobatics check to clear each gap.
You notice three, large mosquito like creature buzzing around the ceiling of the cavern.
stealth: 1d20 + 16 ⇒ (18) + 16 = 34

DM Stylz |

Taking 20 in not allowed for either the perception or acrobatics checks
Tannivh, starts to cross the columns, He makes it to the second one, as he hears a high pitch buzzing coming from the ceiling. HE looks up to see three large mosquito like creatures, with flapping wings and extended proboscis taking a "b-line" straight towards the squishy, fleshy, blood infused meal. The three mosquitoes are 40' up above.
K-arcana DC 13 to identify
Initiative:
Fleur 1d20 + 6 ⇒ (5) + 6 = 11
Waruk 1d20 + 2 ⇒ (9) + 2 = 11
Hootie 1d20 + 5 ⇒ (11) + 5 = 16
Nitkiflink 1d20 + 6 ⇒ (12) + 6 = 18
Tannivh 1d20 + 5 ⇒ (11) + 5 = 16
Me 1d20 + 4 ⇒ (7) + 4 = 11
Tracker: Round 1
Nit: go
Hootie: go
Tannivh: go
--
Fleur:
Waruk:
Me:

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Takes 10 for Acrobatics. Total 17.
Hootie clears the gaps easily enough though when she hears the buzzing, she crouches low and notches an arrow.
Sighting one of the oversized bugs, she takes aim and lets loose!
Shoot. S.Lbow 1d20 + 5 ⇒ (3) + 5 = 81d6 ⇒ 1 add Sneak attack if it applies 1d6 ⇒ 3

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Acrobatics: 1d20 ⇒ 7
Nit easily leaps to the first stone and draws his spear from his back, using it to balance himself on the rocky pillar.
knowledge Arcana: 1d20 + 5 ⇒ (5) + 5 = 10
readied Mwk Cold Iron Longspear if anything gets within reach: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

DM Stylz |

Tracker: Round 1
Nit: nit, readies attack
Hootie: shoot miss
Tannivh: delays
--
Fleur: go
Waruk: readies to smash bugs
Me: done (blue is attached to Nit)
--
Brunhilt
----------------------------
Nit and Hootie jump across and ready for the potential attack. Hootie fires an arrow from her shortbow, which clangs against the wall. Meanwhile Tannivh is in shock and Nit readies his longspear. This proves worthwhile, as he skewers a flying bug that tries to get close to him. The other two bugs, bum-rush the small little meal, and try to attach themselves to him.
touch AC vs Nit FF: 1d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (7) + 7 = 14

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Fleur tries to recall what she knows about the flying bugs.
k(arcane): 1d20 + 6 ⇒ (14) + 6 = 20
The bard takes out her short bow and fires at one of the flying rats.
bow: 1d20 + 3 ⇒ (10) + 3 = 13
damage if hits: 1d6 ⇒ 4

DM Stylz |

The flying bugs are known as Stirges. They are like larger versions of mosquitos, which attach to their victims and drink their blood through their extended proboscis. They are not terribly hardy, but multiple stirges working on the same victim have been known to drain a cow dry in mere seconds.
Fleur, fires off an arrow, piercing the bug that is attached to her ally. It has seen better days, but is till attached despite skewering it.
Tracker: Round 1-2
Nit: go round 2, blue is attached to you (4 damage blue)
Hootie: go round 2
Tannivh: go round 2
--
Fleur: go
Waruk: readies to smash bugs
Me: done (blue is attached to Nit)
--
Brunhilt: go round 1

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Hootie takes her shot and fires at the one hovering near to her.
Shoot 1d20 + 5 ⇒ (10) + 5 = 151d6 ⇒ 5

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Nit drops his spear at his feet. His fingers extend into a set of long, sharp claws that he uses to scrape and scratch at the stirge attached to him.
Free action grow claws
Claw 1; grappled: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Confirm Crit: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Crit damage: 1d3 + 2 ⇒ (2) + 2 = 4
can't use second claw while grappled

DM Stylz |

save your claw use, combat is over
The combined attacks of Tannivh and Hootie and manage to kill off the final two overgrown insects that annoy them.
COMBAT OVER!
Remember DC 12 acrobatics check. Or you can try to scale the wall down DC 15 climb to walk across the chasm below
I know that everyone but Waruk, and probably Brunhilt will be able to take 10 to get across the pedestals.

DM Stylz |

The lower portion of this chamber is a pool of still, green water. Large rectangular columns support a series of shallow stone steps and landings, climbing from the southern part of the chamber toward a rough, recently excavated tunnel to the north
You can hear the squealing and laughing voices of what seems to be goblins up ahead.

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Fleur quietly ask "Anyone needs healing?", if not she moves stealthy forward keeping the rectangular columns between her and the goblins as long as possible.
stealth: 1d20 + 6 ⇒ (13) + 6 = 19

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Nit grabs his spear and takes his time leaping from stone to stone. "It just grabbed ahold of me. Luckily you guys killed it before it had time to do much else."
Seeing Fluer run off Nit takes off after her and he ducks behind the pillar.
Stealth: 1d20 ⇒ 20

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Hootie continues with bow and arrow ready, hoping to get off a single kill shot before the goblins can react.
Stealth 1d20 + 10 ⇒ (20) + 10 = 30
Perception 1d20 + 7 ⇒ (4) + 7 = 11

DM Stylz |

The trio of Hootie, Fleur and Nitkiflink, travel to see what exactly is going on. At the edge of the first platform, you can easily see a trio of goblins, playing a game of dice. You cannot exactly see what the ante is, but the goblins are not interested in keeping watch, and are more interested in the dice game.

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Using the stone pillars, Nit attempts to get closer to the goblins.
Stealth: 1d20 ⇒ 3
though as he runs across the open area he falls flat on his face, letting out a loud yelp as he falls.

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Hootie shakes her head as she follows Fleur's lead and uses the unfortunate Nit as a distraction as well.
Stealth 1d20 + 10 ⇒ (14) + 10 = 24
Perception 1d20 + 7 ⇒ (9) + 7 = 16

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Hootie goes as close as she can before letting loose at Maximum range for her to take out a goblin.
Shoot at 3o ft. Sneak Attack 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 21d6 ⇒ 1
Confirm Crit 1d20 + 5 ⇒ (4) + 5 = 92d6 ⇒ (6, 4) = 10

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Nit moves to the top of the stairs and readies his spear against the goblins.
Readied Cold Iron Longspear: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 3 ⇒ (3) + 3 = 6