
Eepers |

Old trail leading into the swamp. Whatever it leads to probably didn't kill this entire village. C'mon, what could go wrong?
Agreed. I'm sure whoever was in the village probably took the path to go to a really cool party, and just never realized it was time to go home because they were having so much fun. For years. Yup, that's what happened
Eepers reluctantly, and cautiously, follows his allies.

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No bodies are found. But many of the signs point to the village being unused for years.

Hokina |

The pathway slips suddenly into a large green bog; a mire. Remnants of an old wooden bridge cross the bog, but only short timber platforms on either side remain, leaving just the pilings jutting from the mud.
The salt river looks to run out of sight both ways. But you may be able to climb the cliffs to the wast to get around the river. You would need to go off the path into the the bog as there is no path leading that way.
This is one perception check.
The canopy overhanging the mire.
You see some movement in the mire.
I put a img of the mire crossing on the ship link with the img of the island.

Grauchi |

Perception: 1d20 + 10 ⇒ (15) + 10 = 25
"Watch its friends, we sees some movement in the mire"
Grauchi points at the movement. Can he see what it is? Beasts, humanoid creatures, the wind?
Maybe wees swim across?

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Me no wants to be dinner for croc-a-gator-k-k-k. Better to climb over.
Skrelznit tries an exploratory shimmy up the nearest tree to scope out whether the canopy extends far enough to reach the wall.
Climb: 1d20 + 7 ⇒ (12) + 7 = 19

Hokina |

Skrelznit can tell that the canopy can be used to climb over the mire. But it would be a hard climb to move over the branches like that.
The mire makes it harder to see the beast under the water.
Anyone who is trained and pass the dc 20 Perception check above:
It is a giant frog.

Sarag the Strange |

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Sarag stopped and looked at the mire with a bit of curiosity. His claws rubbing at his wrists as tried to think about what that could be.
Know Nature: 1d20 + 2 ⇒ (12) + 2 = 14
After a bit of thinking he shakes his head and looks to the others "We could try and make it angry by throwing rocks at it and lure it to land but I do agree, I am not so good at the swimming, nope nope." he said as looked at them all.
Not sure if I'm trained in Nature due to the Bardic Knowledge bit but I failed it anyways

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Skrelznit asks his spirit guide for assistance in identifying the beastie.
Knowledge Nature, Guidance: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 Thank you, spirit guide!
Listen, guys-k-k-k. It be a giant froggie-k-k-k. Swallow you whole, never see you again-k-k-k.
He looks to the middle of the canopy over the water, calculating if there are branches strong enough to tie a rope to.
Does anybody have a rope-k-k-k?

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@GM, any branches sturdy enough to make a rope swing?

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Thanks, Grauchi. Me is good at climbing-k-k-k. I can tie rope over river, then you'se all swing wide around froggie-k-k-k to other side. When done, I untie rope and climb down other side-k-k-k.
Skrelznit draws a diagram in the dirt of the river, with a 180-degree arc going from one side to the other.
Or you'se can swim, or jump across logs-k-k-k. Skrelznit gets across either way-k-k-k.

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Sounds like there are non-climber/non-swimmers who may want to swing. If so, Skrelznit casts Monkey Fish to ensure good climbing and does the rope tying/untying.
Acro DC check is the same for just jumping across, though, so your call, comrades. I think the rope swing has the advantage of putting a little space between the frog and you if you fail the check.

Hokina |

Sassarra and Eepers easily clears the water.
Grauch slaps the water hard. He sinks very slowly and finds it hard to move. DC 10 to stay above water.
1d20 ⇒ 11
As Mopsank goes to step into the water, he feels his claw sink oddly. He is able to tell that the water is almost like quicksand.
Do you still want to swim in it Mopsank?
Still waiting on Skrelznit and Sarag?

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Skrelznit is waiting and watching at the top of the rope. He prepares his sling in case the frog makes a move.
Still under the influence of Monkey Fish so he should have no trouble slinging from the branch, I believe.

Sarag the Strange |

Sarag looks around as the others fling themselves across and even bounces back and forth when he sees Grauch fall into the mirk. He finally sees that he is left and gulps before grabbing the rope and attempting himself.
acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8

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Seeing two of his comrades fall into the water, Skrelznit attempts to throw the free end of the rope near one or both of them.
Generic to-hit roll? Profession Sailor? Rolling a straight d20 so we can add the appropriate plusses later.
Rope: 1d20 ⇒ 8
-Posted with Wayfinder

Hokina |

It is throwing at a square. So a AC 5 attack. Even with the range penalties that would hit.
The person(s) trying to pull them free need to make a DC 15 str check.
You can have others aid or each can make their own check.
The two who are being pulled free can make DC 15 swim checks to aid (give +2 to the Str rolls).
As Skrelznit throws the rope the beast slowly moves closer to the two who fell in.

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Wasn't sure if Skrelznit had used up all his actions yet. If not,...
Skrelznit pulls with all his might to help his buddies out of the mire.
Strength, Aid Another: 1d20 + 3 ⇒ (16) + 3 = 19

Hokina |

Swim Grauchi: 1d20 - 1 ⇒ (14) - 1 = 13
Swim Sarag: 1d20 - 1 ⇒ (16) - 1 = 15
The muck holds tight resisting the rope's pull. While Grauchi just stays above water, Sarag twist and turn himself a little closer to the shore. Sarag can move 5ft.
Three very big frogs surfaces and looks to being going after Sarag and Grauchi.
Eepers: 1d20 + 1 ⇒ (9) + 1 = 10
Skrelznit: 1d20 + 4 ⇒ (5) + 4 = 9
Grauchi: 1d20 + 5 ⇒ (19) + 5 = 24
Sarag: 1d20 + 2 ⇒ (4) + 2 = 6
Mopsank: 1d20 + 6 ⇒ (19) + 6 = 25
Sassarra: 1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 1 ⇒ (13) + 1 = 14
Mopsank (25)
Grauchi (24)
Frogs (14)
Sassarra (10)
Eepers (10)
Skrelznit (9)
Sarag (6)
Start of combat.
Round 1:
Mopsank and Grauchi is up 1st.
While fighting to stay afloat, Grauchi calls on the spirits to show the frogs that he is not worth eating.
Calm Animals:
red: 1d20 - 1 ⇒ (20) - 1 = 19
blue: 1d20 - 1 ⇒ (7) - 1 = 6
green: 1d20 - 1 ⇒ (12) - 1 = 11
The blue and green frogs no longer look on hungry at Grauchi and Sarag.
Blue and green are calmed for two minutes (act round 20) or someone attacks them.
DC 15 swim to move 5ft. DC 10 stays afloat.

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At what point do we bot or delay Mopsank's action for him?

Hokina |

Mopsank (25)
Grauchi (24)
Frogs (14)
Sassarra (10)
Eepers (10)
Skrelznit (9)
Sarag (6)
Round 1:
Mopsank stays on land looking out at the frogs.
Grauchi's call on the spirits Calming two of the large frog. But the 3rd frog (red)strikes out with its tongue. Grauchi easily ducks the flying tongue.
tongue touch Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Okay. whole party is up.

Grauchi |

"brblll .. Don't .. brblll .. attack .. brblll .. the other frogs! brblll
Swim: 1d20 - 1 ⇒ (4) - 1 = 3 In an effort to stay clear of the frog and warn his team mates, Grauchi loses his cool and goes underwater. He can hold his breath for now, but the water doesn't taste very good. He has eaten worse though.

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Skrelznit loads a sling bullet and tries to distract the frog.
Sling: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d3 + 3 ⇒ (2) + 3 = 5
Looseal flies just under the canopy, dropping a rock at the frog.
Bombard: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d4 + 0 ⇒ (1) + 0 = 1
They both seem to have been distracted by Grauchi's sudden dip under the surface.

Sarag the Strange |

Sarag screeches as the frogs draw near and attempt to eat him. He scrambles frantically attempting to grab and/or climb the rope as he yelps and yowls.
Yapping song and using move action to try to climb the rope
Climb?: 1d20 + 4 ⇒ (17) + 4 = 21

Hokina |

Round one end:
Sassarra's blast and Eepers's arrow hits one of the pilings. While Skrelznit's rock skips across the thick water.
Looseal drops a rock that slowly sinks into the water.
Mopsank has not posted so:
Mopsank keeps a look out.
Round two start:
Grauchi sinks under the water. But out of reach of the frog's tongue.
The check would be swim or Str. But with a roll of 17 you would pass.
Sarag slowly pulls him self a little closer to the others and away from the frogs. 5ft
The frog slowly moves closer to Sarag.5ft
Swim: 1d20 + 10 ⇒ (12) + 10 = 22
[ooc]Everyone is up.