
Sruigryth Khe |

Sruigryth steps forwards, opening up the manticore to be flanked by Inarus, and stabs again.
Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage?: 1d8 + 12 ⇒ (2) + 12 = 14

GM Huggles |

Unfortunately, Sruigryth misses the creature as the creature focuses on him and retaliates by biting and clawing at Sruigryth, but the flailing of the young creature fails to land an attack on him.
Inarus moves to flank the creature, attacks and nearly gets his weapon stuck in a wall!
Round 18: Sruigryth, Creature, Graiel, Festram, Inarus
1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 9 ⇒ (5) + 9 = 14
1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 9 ⇒ (4) + 9 = 13

Festram |

Festram pulls the lever to slot another bolt into place, then fires it.
Attack Roll w/Bless: 1d20 + 8 ⇒ (7) + 8 = 15
Damage Roll: 1d10 + 1 ⇒ (7) + 1 = 8

Festram |

Festram ratchets another bolt into place and fires again.
Attack Roll w/Point Blank and Bless: 1d20 + 9 ⇒ (10) + 9 = 19
Damage Roll w/Point Blank: 1d10 + 2 ⇒ (6) + 2 = 8

GM Huggles |

Sruigryth, now flanking with Inarus swings at the creature.
Attack w/ Bless and Flank: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20
Damage: 1d8 + 12 ⇒ (1) + 12 = 13
It staggers in pain as Sruigryth's attack connects! It steps out from the flanking position and retaliates at Sruigryth. It manages to bite Sruigryth, but narrowly misses his jugular, and as Sruigryth twists away from the bite, the creature claws him across the arm! 5+8 damage!
Festram's hit is true as it plants itself in the creature's side! The creature yowls in pain.
Distracted by Festram's bolt, Inarus whirls with his nodachi and slices the creature's head off completely! Critical! 37 damage!
Out of combat, Graiel is up for actions for Round 19.
1d20 + 9 ⇒ (20) + 9 = 29
1d20 + 9 ⇒ (1) + 9 = 10
1d6 + 3 ⇒ (2) + 3 = 5
1d20 + 9 ⇒ (2) + 9 = 11
1d20 + 9 ⇒ (15) + 9 = 24
1d6 + 3 ⇒ (5) + 3 = 8
1d20 + 10 ⇒ (19) + 10 = 29
1d20 + 10 ⇒ (18) + 10 = 28
2d10 + 24 ⇒ (4, 9) + 24 = 37

Graiel |

Wounds open on Graiel and close on Khe. As usual, Graiel activates the wand in his hand.
5 dmg to graiel, 5 healing to Khe
CLW: 1d8 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6
Grail then strolls toward the next door.

Graiel |

Wounds open on Graiel and close on Khe. As usual, Graiel activates the wand in his hand.
5 dmg to graiel, 5 healing to Khe
CLW: 1d8 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9
Grail then opens the door.

GM Huggles |

You walk into another room and sense that there are no threats in the room. You recognize the room as being similar to the first room with the door, with the exception of instead of one platform, there are two!
You recall Inarus recognizing this device as an ancient Thassilonian artifact known as a restoration platform. These magical devices were known to restore exhausted resources to whoever uses it.
A character may use the adjacent activation stone while standing on the restoration platform to choose one of the six possible restoration effects which are applied immediately. Using the activation stone consume a move action. You may read the Mechanics spoiler.
Spellcraft: Restore 1 exhausted/spent spell OR cast Raise Dead on a deceased party member.
K:Arcana: Restore 1 exhausted Class/Special ability OR remove 1 negative affliction (Poison/Disease).
UMD: Restore HP: (Either 2d8 to a single person or +1d6 channel to all in room) OR remove 2 points of ability damage.
You also recognize the plates above the doors to the East and West. The plate to the East signifies "easy" while the West door signifies "hard".

GM Huggles |

You notice the room is flooded throughout the entire room. A closed crate sits in the corner of the room. The water looks clean that you can see to t he bottom. Metal hatches with wire grates in the floor pull the water down while water ingresses into the room from hatches in the ceiling. A half-submerged shimmering area on this room’s north wall occasionally spurts out water. Inarus determines the water is safe, but due to the 3 feet depth, it would be difficult to traverse. difficult terrain
Sruigryth notices a shimmering in the water and points out that this room seems too peaceful for what you group has experienced so far. "Careful, we may not be alone brothers...."
Graiel Perception: 1d20 ⇒ 17
Sruigryth Perception: 1d20 + 10 ⇒ (12) + 10 = 22
1d3 ⇒ 3

GM Huggles |

As Inarus and Graiel stride into the water, they notice the currents in the water are fairly strong that moving through this is much more difficult than they anticipated.
Festram's bolt splashes into the water and the shimmer moves. Sruigryth draws his weapon and moves into the water filled room and notices the shimmering has moved to the northwest corner of the room. "Brothers, it has moved to the north west, this is no ordinary illusion." he moves into the room and bravely walks across the grate, the water currents rushing down into the grate pulls him under water!
Sruigryth Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Sruigryth Swim: 1d20 + 3 ⇒ (8) + 3 = 11
1d3 ⇒ 3

Festram |

Inarus was the impulsive one of the group. Festram, though, he was the thinker. Drawing out a rope, he slipped it through the space between the door and the wall then out the other side, effectively tying the rope around the door. He then offers then begins wading into the water, spooling out the rope as he went.

GM Huggles |

Sruigryth continues to struggle under the water as the water currents flowing into the grate continually pulls at him. As Festram wades onto the grate, the flow pulls him into it as well! It is a suction that's pulling you down, you need a 15 swim check to wade through it, since you have a rope, I will allow a DC10 strength check to pull yourself out and back towards the door 5 feet
You hear the rumbling of something (likely water you think) above in the ceiling. Drops of water drip from the pipes above.
Inarus Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Sruigryth Swim: 1d20 + 8 ⇒ (11) + 8 = 19
Festram Swim: 1d20 + 1 ⇒ (14) + 1 = 15
1d3 ⇒ 3

GM Huggles |

Suddenly,
A water elemental bursts out of the shimmering water and attacks! But most of you were not caught off guard as you were wary coming into this room.
Perception Festram: 1d20 + 10 ⇒ (17) + 10 = 27
Perception Inarus: 1d20 + 10 ⇒ (17) + 10 = 27
Perception Sruigryth: 1d20 + 10 ⇒ (20) + 10 = 30
Perception Graiel: 1d20 ⇒ 12
Init Inarus: 1d20 + 3 ⇒ (16) + 3 = 19
Init Graeil: 1d20 + 0 ⇒ (15) + 0 = 15
Init Festram: 1d20 + 8 ⇒ (5) + 8 = 13
Init Sruigryth: 1d20 + 8 ⇒ (2) + 8 = 10
Init Water Elemental: 1d20 + 2 ⇒ (8) + 2 = 10
Round 29: Inarus, Graiel, Festram, Sruigryth, Water elemental
Inarus, Festram, and Sruigryth can act in this surprise round
Sruigryth manages to pull himself out of the grate's suction and stands up out of the water.
Sruigryth Swim: 1d20 + 8 ⇒ (7) + 8 = 15