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Rafael fires a bolt at the creature, but it glances off its hard shell and ricochets into the far wall!
Trane wields his scimitar and swings it at the creature, but it bounces off of its natural armor!
Chaandra tries to bite it, but misses!
Group 2: The Creature
The slimy, foul creature snaps its claws at Cananthir 1d20 + 5 ⇒ (4) + 5 = 9 and 1d20 + 5 ⇒ (15) + 5 = 20, lands one and manages to cause 1d6 + 3 ⇒ (4) + 3 = 7 seven points of wounding! It then attempts to grab him 1d20 + 11 ⇒ (10) + 11 = 21 and succeeds in latching onto him! It squeezes the claw and causes 1d6 + 3 ⇒ (2) + 3 = 5 five more damage as it constricts!
Group 3: Everyone else...

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Chaandra |

Chaandra hopes for some inspiring music, but shift further into the room and rakes at the creature.
bite/damage: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 1 ⇒ (3) + 1 = 4
claw/damage: 1d20 + 5 ⇒ (14) + 5 = 191d4 + 1 ⇒ (3) + 1 = 4
claw/damage: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 1 ⇒ (3) + 1 = 4
+1 to hit and damage if inspired
The cat gives as good as they have gotten.

Kalizama |

I tell my companions The creature is a Giant Crayfish, a freshwater creature that dwells on the bottom of lakes, ponds, and other shallow waters. The creatures are predators and scavengers and exist on a diet of decaying flesh (dead fish and other water-based animals), algae, snails, worms, and other animals (including swimmers who come to close to their lair). Giant crayfish make their homes under rocks or in underwater tunnels burrowed out by the crayfish. It possesses the ability to grab and constrict with its claws, and has a tough exterior shell that provides decent armor.
Then I cast Magic Missile at the crayfish.
Damage: 2d4 + 2 ⇒ (2, 1) + 2 = 5

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Str check to break grapple
[dice=Str]1d20+2
Make the d20 roll with your Combat Maneuver Bonus, which takes your strength and base attack bonus into account, and results in a +5 rather than a +2 modifier to the roll. If the roll meets or exceeds the CMD of the creature, the grapple will be broken. Since you already rolled a 15, we'll apply whichever roll is higher this time. Go ahead and make a second roll with a +5 added to it.

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In the absence of the other players, we shall continue onward!
Round 2
Group 1: Trane, Chaandra and Rafael
Trane summons a dolphin!
Chaandra leaps into action, and successfully attacks the creature with her bite and both claws, causing 12 points of damage!
The creature writhes in agony, as it is torn to pieces by Chaandra's ferocious attack, and it quickly dies.
Quiet descends upon the room...aside from the possible appearance of a dolphin...
End of Encounter

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Carp stabs the now dead creature one more time just to make sure it's dead then bends down and stares into the water, trying to notice anything out of the ordinary.
Any Orca?
"A little overly friendly for my taste..."
Perc: 1d20 + 7 ⇒ (4) + 7 = 11

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Searching near the back edge of the pool you find 17 cp, 30 sp, 19 gp, and a normal longsword (15 gp).
Trane spots a glint in the water on a ledge. Reaching into the pool, he pulls out a platinum pin set with a small ruby (worth 2,000 gp).
He also notes a bone that looks too symmetrical, and examining it he discovers it is watertight and contains a scroll upon which three spells are written: Color Spray, Endure Elements, and Glitterdust.

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Elmo assists the party in loading the plentiful loot onto his wagon, and the equipment, members of the party, and the freed prisoners are soon back in Hommlet. You are greeted by members of the village who are overjoyed that the threat to their livelihood and safety has been neutralized.
The village council agrees to purchase any weapons or armor you wish to sell, as such goods will aid greatly in equipping the militia. As you decide what items to sell, and what to keep, the council insist on a full report of your activities and findings, and schedules a meeting for the following day at the home of the Elder.
Level up your characters, and decide between yourselves the disposition of your loot.

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The following day...
The pleasant and seemingly peaceful village of Hommlet turned out to be filled with intrigue. The supposedly deserted and ruined moathouse nearby held a new champion of the nearby Temple of Elemental Evil. All of this brought danger and difficulty to the members of your group, but it also offered adventure, experience, and wealth.
You have either slain or driven off the evil men and creatures, and the able guardians of Hommlet — Jaroo, Terjon, Elmo, and the rest of the sturdy militiamen — can surely see to it that their area remains clean of the taint of Evil hereafter.
If agents of the Temple were still active around Hommlet, then there must certainly be work for you at that fountainhead of wickedness. Just a half-day's journey afoot (only about two hours' ride), east along the
High Road, lies the disreputable community of Nulb, and the Temple hidden in the hills nearby. This vile place spawned much suffering, ruin and death before the hosts of Good brought it low and bound its power. It is evident that the place was wounded but not slain, for dark things crept into Hommlet under direction of someone or some thing still lurking in the shunned edifice of Evil.
When the Temple of Elemental Evil flourished, earthquakes, storms of all sorts, great fires, and flash floods struck areas nearby with seeming capriciousness. All that ceased when the Temple was assaulted and sealed. You have been advised of all this, and urged to go elsewhere to seek your fame and fortunes. The unease which prevails upon those merely passing near the ruins shows that some wickedness still haunts the place. There are many bad folk in Nulb, and still greater perils amidst the fallen Temple. Yet the lure of such adventure beckons to you, drawing your party as surely as a lodestone draws iron.
Warnings against loss of life—or even worse fates — cannot counter the irresistible pull of treasures secreted deep underground, of monsters still unbeaten, of mysteries to be unraveled. There are whispers of occult places beneath the interdicted Temple, where mighty Evil is yet wrought and noble folk are imprisoned. With care and cunning, luck and great deeds, caution mixed with boldness and daring, you and your associates can win through to achieve exploits of the stuff of legend!
The journey of a hundred leagues begins with the first pace, and the time for your sojourn has come.
Elmo has visited Nulb before, and volunteers to guide you to that location. In particular, there is someone in the town he desires you to meet - a person who might aid you in accomplishing your tasks.

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Feeling warn down and a bit angry at nothing,
"Lets sell this stuff, get our cash, stock up and meet this person in Nulb. Elmo, earlier I remember hearing from the dwarfs we saved that Nulb has a better selection of gear. Would you agree?"

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Elmo: Well, Nulb is a bigger town, with more selection of goods and services. But, it is also a riskier place to do business. Lots of cheating characters and criminals make their way in and out of Nulb, so you have to watch for shady dealings at all times. Don't get me wrong...there are some good folks there, who won't try to cheat you. Several of those folks I had in mind to introduce to you...discreetly.
Let me know when you folks are ready to go, and I'll take you to Nulb in the wagon...

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"Ready."
Carp climbs into the cart and begins whittling a flute.
Are you assuming we sell all goods here? Getting best price etc...?
If so, we each receive 1872.70 GP for items sold. (12647 x 50% + 3040 / 5)
Again, feel free to check my math.

Kalizama |

I smile at Trane and say, I figured as much but you can't fault me for trying. And fair is a fairytale by the way. Assuming he knows to what I am referring, I turn and walk off.
I am assuming we sold all our goods here and divided the profits so I can go shopping!
Since I want to start off prepared and I have enough GP, I hurry to the local merchant and buy my necessary supplies, including a +1 Ring of Protection and sheets of parchment for scribing scrolls. Then I return to the wagon.
Elmo is standing alone nearby and I approach him and ask, What else can you tell me about Nulb and the area surrounding it?

Terry Tuftthwaddle |

A tan halfling hurries to join the crew at the wagon. He is wearing weathered overalls and a beaten straw hat, a twist of wheat perched between two cracked lips.
Well howdy strangers, going my way?
The precocious creature doesn't even wait for permission before climbing aboard and claiming a spot next to Garm's things.
Headed to Nulb, right? Mighty fine town. Mighty fine. Hear they is lookin' fer some good hands on the farms thereabouts.
A strange twinkle hits this halfling's eye whenever you meet his gaze.
His eyes are the exact same color of Garm's...wait, it is Garm! That trickster bought himself a Hat of Disguise!
Knowledge(Local): 1d20 + 8 ⇒ (19) + 8 = 27 Knowledge Check on Nulb.
Well my Pappy hails from those parts. A somberness steals over the halfling. 'Fore he was torn apart by that...bandersnatch,
As quickly as the mood claimed him it disappears leaving the halfling as excited as ever. That's all mud in the pool now though. Well here'n see if I can spin a yarn or two for you good folk on the way down ta Nulb...

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Elmo: The village of Nulb is filthy, ramshackle, and still fairly active despite the destruction of the Temple. The buildings are of turf, mud brick, crudely hewn logs, and old timbers from boats. One or two have stone foundations and proper boards, but even these are in poor repair.
The inhabitants of the village are boatmen, fishers, herdsmen, farmers, and the like. I don't think many manage to make much of a living in Nulb, and as it is such a poor place, it is generally ignored by lords and bandits alike.
Commerce moves along the Low Road, as well as into Nulb from the river, as Imeryds Run is wide and deep enough for the small river vessels to use for offloading cargo and likewise embarking it from Nulb, north of the ford there.

Kalizama |

Thank you so much for that information about Nulb, Elmo. It is always helpful to know something about where one is going. I guess I am as ready as I will ever be. . . and having said that I turn and walk over to the wagon and climb up and take a seat across from Terry.
I smile at him and say, Nice overalls. So you are a farmer?

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Elmo climbs up onto the wagon and grabs the reins. The party climbs aboard and leaves for Nulb. Elmo decides to take the high road, as the route is a shorter distance between the two villages. At the pace of travel, the journey will take about 4 hours.
About 2 hours into the trip, the road begins to climb higher, working its way up hills toward a pass. As the horse is working hard to climb the crest of a hill, the trail turns a corner and you notice that the way is blocked by a tree which has fallen across the road.
1d20 + 9 ⇒ (6) + 9 = 15
1d20 ⇒ 17
Elmo: I'm going to unhitch the horse and see if I can use her to pull the tree aside so we can pass. Keep a sharp eye out - this looks suspicious.
A new map has been added.

Terry Tuftthwaddle |

With a mischievous smile, "Terry" begins casting Minor Image!
I say loudly so that my voice carries, Why don't we let Sir Gowain here investigate the tree for us? He's not much of a talker but he is a reknowned bandit killer from Taldor. I doubt even a dozen bandits would give him pause.
Bluff: 1d20 + 9 ⇒ (7) + 9 = 16
As I speak, an Eagle Knight complete with armored warhorse appears behind us (90 feet from the tree is as far as I can manage) and gallops forward towards the tree. His armor gleams brightly in the sunlight, sword and shield at the ready. DC 15 Will save to disbelieve IF they interact with it.

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With a mischievous smile, "Terry" begins casting Minor Image!
Brilliant!
Will Save: 1d20 + 2 ⇒ (19) + 2 = 21Sense Motive: 1d20 + 2 ⇒ (12) + 2 = 14
The image of an Eagle Knight gallops toward the fallen tree which rests across the road. As it approaches the tree, a figure emerges behind it, who yells behind him, It's an illusion...hold your fire.
You see a burly gnoll looking at you, idly swinging a flind bar back and forth in his hands. Well, what have we here? You aren't the usual travelers we encounter on this road. Are you going to pay our toll, or do we have to take it from you?
The map is updated.

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See Garm's question in the Discussion area.
As the mounted Eagle Knight thunders toward the downed tree, a pack of gnolls rise from the underbrush, as a group throwing spears at the approaching foe. The spears fly toward, and through the image of the knight, to no effect. Attacking the image has revealed the location of each gnoll! Avoiding any surprise attack possibility.
You see a burly gnoll looking at you, idly swinging a flind bar back and forth in his hands. What kind of nonsense is this? Either put up your weapons and surrender, or we shall exact our toll...from your FLESH!
The map is updated.

Trane Loften |

Trane begins to call on the forces of nature to bind his enemies.
Cast entangle 40' radius centered on A4--DC14 Reflex save
The very plants writhe and grasp.
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex partial; see text; Spell Resistance no
DESCRIPTION
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

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Reflex Saves:
1d20 ⇒ 19
1d20 ⇒ 6
1d20 ⇒ 3
1d20 ⇒ 2
1d20 ⇒ 12
1d20 ⇒ 1
1d20 ⇒ 2
1d20 ⇒ 16
1d20 ⇒ 5
1d20 + 2 ⇒ (15) + 2 = 17
The plants surrounding the gnolls writhe and grasp them!
Gnoll Initiatives:
1d20 ⇒ 8
1d20 + 2 ⇒ (14) + 2 = 16
Everyone roll for initiative.