
DM Stylz |

Nit will: 1d20 + 1 ⇒ (4) + 1 = 5
rounds: 1d4 ⇒ 2
Nit steps in, and looks around. He looks forward to see his own reflection being twisted and contorted into something horrifying and rotting. He too, is not strong willed enough to stay, and too flees like Waruk before him. He runs about the same distance, and after a painful few seconds returns to the group.
Anyone else stepping into the room, except Waruk and Nit, please make a will save. DC 11, fail and you flee back towards the entrance of the crypt for 1d4 rounds

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Raven furls her brow. "Interesting. I wonder what this pool does..." She peers into it where the others had.
Will: 1d20 + 3 ⇒ (18) + 3 = 21
She watches her features rot and distort, and at the same time feels fear well up within her. Recognizing the effect for what it is, however, she ignores it. "Fascinating! The pool has a fear effect within it as well. Either someone has something they really wanted to hide, or are playing an elaborate prank."
Spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24
Can I find out anything else about the pool?

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Seeing Raven step in with no ill effects after the other two fled, Hootie steps in as well.
Will Save, add Fearless +21d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
She glances at her reflection watching it twist and turn upon itself making her chuckle.
"This reminds me of that carnival I went with the strange curved mirrors."

DM Stylz |

Raven, you can tell the effect is indeed magical. After closer magical examination, you recognize it as a cause fear spell.
Tannivh fear: 1d4 ⇒ 2
Tannivh runs for 12 seconds, which seem like an eternity, but returns as the others who had failed before him.
At the end of the room, there is a portcullis. It is down, and locked into place.
It can be bent open with two STR checks, hacked away via damage, or a small PC can use escape artist to try and squeeze through the bars. Otherwise, the only other way to open it is back to the east of this level

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will save: 1d20 + 2 ⇒ (11) + 2 = 13
Fleur steps forward looking at her reflection, it wavers for a second before showing just her shining self.
Waiting for everyone to make it back, the bard will help try and bend the bars.
STR: 1d20 + 2 ⇒ (1) + 2 = 3
Unfortunately try as she might, the bars don't budge and she breaks a fingernail in the process.

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"Me thinks that maybe we find nother way to open it or just hack away at it now." Hootie voices out her thoughts after seeing her party members' attempts fail.

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Fleur huffs, "Well there was the sign that said 'east lies the wheel, to open the gate'."
Hootie slaps her face.
"now then I guess we be heading East....."Mutering.
"Turd for brains, I should have remembered that." As she turns and heads for the East side, looking back to ensure her companions are at least following before she continues on.

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"Wait we move on this way"
Waruk angry that he couldn't bend bars starts hacking at door
dmg: 1d10 + 13 ⇒ (4) + 13 = 17
dmg: 1d10 + 13 ⇒ (10) + 13 = 23
2 round rage
-Posted with Wayfinder

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As Waruk hacks at the door Nit shakes his head. There must be a switch around here Waruk. Save your strength. Turning he follows Hootie to the east.

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Grumbling, the halfling somehow finds herself leading the party even as she searches for the switch to lift the portcullis.

DM Stylz |

Sorry about the hiatus, work has been brutal. I am back now, and should be able to wrap this up quicker. Thanx for staying with me :)
The group decides to head back in the direction they came. You decide to head north, and tackle the rooms in a systematic manner.
As both passageways leading to this room approach it, the water grows deeper, eventually reaching a depth of just over 2 feet. At the end of each corridor is a swollen wooden door, barely contained by its decaying frame.
You hear faint croaking beyond the door frame
DC 15 strength to bust it down. Or break it down via damage

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Perception: 1d20 + 5 ⇒ (17) + 5 = 22
It seems that there is something behind the door so be on guard.
Wading into the water Nit uses the haft of his spear as he jams it into the side of the door and attempts to wedge it open.
Str: 1d20 + 2 ⇒ (19) + 2 = 21

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Tannivh hopes the sentry has a mind, as his magic goes off the instant the door is down.
Readied Daze will DC 14 or lose std action if affected humanoid

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Hootie looks up at the door and sighs.
"I can't move this. Someone else?" moving away to let someone else get a crack at it.

DM Stylz |

The water is 3 feet deep. Size small creatures, must swim through the squares. Medium size considers it "difficult terrain".
Nit, wedges his spear and pops the door open with ease. Waruk looks inside as three frogs appear quite angry their home was disturbed, but all appear quite happy a new food source has come to them so willingly.
Initiative:
Fleur 1d20 + 6 ⇒ (17) + 6 = 23
Waruk 1d20 + 2 ⇒ (2) + 2 = 4
Hootie 1d20 + 5 ⇒ (19) + 5 = 24
Nitkiflink 1d20 + 6 ⇒ (7) + 6 = 13
Tannivh 1d20 + 5 ⇒ (20) + 5 = 25
Raven 1d20 + 4 ⇒ (3) + 4 = 7
Me 1d20 + 1 ⇒ (9) + 1 = 10
Tracker: round 1
Tannivh: can revise Daze action if you choose
Hootie: go
Fleur: go
Nit: go
---
R Frog:
O Frog:
G Frog:
---
Raven:
Waruk

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Fleur moves into the room and cast sleep {link} Will DC14 to resist on two of the Frogs (green and Orange) in the back.

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Nit swims into the room, holding his spear out before him. I thought I heard croaking!
Swim: 1d20 + 2 ⇒ (3) + 2 = 5
He just seems to flounder around in the large puddle, unable to go anywhere.

DM Stylz |

Fleur, you can stay outside the room, cast sleep, then before the spell goes off move to choose your targets. Sleep is a full round cast time
Nit tries to move through the water-logged room, but fails to make any headway into the room. He feels like he is just treading water.
Tracker: round 1
Tannivh: can revise Daze action if you choose
Hootie: go
Fleur: sleep, will finish round 2
Nit: tries to move but is stuck
---
R Frog:
O Frog:
G Frog:
---
Raven:
Waruk

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Hootie scrambles back since her height would give her a disadvantage here.
Nocking an arrow she turns and attempts a shot.
Target Red 1d20 + 5 ⇒ (17) + 5 = 221d4 ⇒ 4

DM Stylz |

Hottie's arrow, strikes true. It embeds itself in the frogs rib cage. The frogs move forward, lashing out at its prey.
Red tongue Nit: 1d20 + 3 ⇒ (14) + 3 = 17
green Fleur: 1d20 + 3 ⇒ (15) + 3 = 18
red CMB: 1d20 + 7 ⇒ (9) + 7 = 16
green CMB: 1d20 + 7 ⇒ (12) + 7 = 19
Both tongues hit their prey, and the adhesive gunk on the tongue seems to stick nicely to the victims. Both Nit and Fleur are grappled as the tongues wrap around their leg and arm respectively.
-----------------------
Tracker: round 1-2
Tannivh: go round 2
Hootie: go round 2
Fleur: grappled, sleep finishing this round, need DC 16 concentration check to get spell off
Nit: grappled
---
R Frog: done (4 damage)
O Frog: done
G Frog: done
---
Raven: go round 1
Waruk: go round 1
The frogs in area 14 attempt to grapple the PCs before pulling them in for a nasty bite. If they hit with their tongue attack, they can make a free combat maneuver check against the PCs to grapple them. If successful, the PCs cannot move except to move closer to the frog, take a –4 penalty to their Dexterity, and take a –2 penalty on attack rolls and combat maneuver checks except to break free from the grapple. Normally, the frogs would gain this condition as well, but their sticky tongue special ability means only the PC is considered grappled. Grappled creatures cannot take any action that requires both hands to perform. A grappled spellcaster can still cast a spell if he makes a concentration check against a DC equal to 15 + the spell’s level.

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concentration vs DC16: 1d20 + 6 ⇒ (4) + 6 = 10
As the frog's yucky sticky tongue wraps around Fleur it causes her to lose the sleep spell she was attempting to cast. Frustrated she summons her strength to break the frog's hold on her.
break grapple : 1d20 + 2 ⇒ (19) + 2 = 21
If she breaks free she shift back behind the bookcase.

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Magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
-Posted with Wayfinder

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Waruk will move forward 1 square down 1 and forward 1 more square to cleave as he begins to rage.
atk1 red: 1d20 + 7 ⇒ (16) + 7 = 23
dmg red: 1d10 + 13 ⇒ (3) + 13 = 16
atk green: 1d20 + 7 ⇒ (3) + 7 = 10
dmg green: 1d10 + 13 ⇒ (1) + 13 = 14
-Posted with Wayfinder

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Swim: 1d20 + 2 ⇒ (11) + 2 = 13
Finally able to swim and ungrappled by the red from Nit swims in the deeper water and hurls a small bit of acid at the green frog.
Acid Splash: 1d20 ⇒ 9
Damage: 1d3 ⇒ 1

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Hootie hangs back deciding to save on her arrows...

DM Stylz |

The northernmost frog swims up and lashes his tongue out at Waruk while the other frog again lashes out at Fluer. Waruk is able to sidestep the sticky tongue while Fluer seems to be a magnet for it. Lucky for her she is strong enough to resist it sticking to her like last time.
Waruk, fleur: 1d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (19) + 3 = 22
CMB Fluer: 1d20 + 7 ⇒ (4) + 7 = 11
PARTY UP

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Cursing under her breath, Fleur using her longsword attacks the gross green frog that has tongue tied her once and licked her twice.
longsword: 1d20 + 2 ⇒ (18) + 2 = 20
damage if hits: 1d8 + 2 ⇒ (6) + 2 = 8

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Raven flicks her wand at Fleur's frog opponent.
Magic missile vs green: 1d4 + 1 ⇒ (3) + 1 = 4
-Posted with Wayfinder

DM Stylz |

Waruk, charges the frog nearest him and decapitates the frog in a single clean blow. The trip of Fleur, Raven and Tannivh combine forces to take down the remaining from.
After the adrenaline of battle has subsided, the group continues forth, in search of a way to open the portcullis that blocked their way. The open the door, and continue southward. They pass a room, with blue azure fungus, and satisfied that nothing comes to greet them, bypass it and go farther south.
This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber

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"Turn the Chain? I'll do it but first let's check for any hidden nasties." as the halfling woman examines the room for dangers.
Perception 1d20 + 7 ⇒ (17) + 7 = 24