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The party climbs aboard the wagon, Elmo flicks the reins, and you slowly proceed eastward out of the village, following the road to Nulb. After about 2 miles Elmo turns the wagon onto a track leading in a northerly direction.
A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track which leads to the moathouse ruins. Even the track is mostly overgrown and cluttered with fallen branches and trees. Here and there it is washed out, in other places a mire.
Some game evidently still follows the pathway, however, for after a mile or so faint traces can be seen. But even considering this, going is slow, and it takes over an hour to reach the place. As the track turns more northerly, the land begins to sink and become boggy. Tall marsh plants grow thickly where cattails and tamaracks do not. Off to the left can be seen the jagged silhouette of the moathouse.
A side path, banked high to cross over the wetland to either side, runs north to the entrance of the ruin. The track here is only about 15 feet wide or so, with crumbling embankments making travel near the edge dangerous. The bogs stink. The vegetation appears dense and prolific, but somehow sickly and unhealthy, creepers and vines throwing their strangling loops over the skeletons of dead saplings and living bushes alike. The rushes and cattails rustle and bend even to a slight zephyr, and weird birdcalls, croakings, and other unwholesome sounds come faintly across the fen.
Elmo stops the wagon and ties up the horse. Here we are...let's have a look around.
A picture of the moathouse has been added to the FB files collection.

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As you approach the entrance to the moathouse complex you notice that the drawbridge is laying down and looks rotten. Just beyond the drawbridge are a pair of old gates, partially open. The approach to the entrance is wet and swampy, and a small pond lies between you and the opening.
A map has been added to the FB group. When moving on the map, please state your ending coordinates so we can keep things accurate. It will be assumed you will move in 30 foot increments, unless you state otherwise.
Edgar flies over the ruins, and returns quickly.
Edgar: A man behind the gates is watching us.

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Elmo equips himself with the axe provided to him by Carp, and stealthily moves forward through the trees, stopping at H-11.
Stealth: 1d20 + 9 ⇒ (5) + 9 = 14
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Survival: 1d20 + 11 ⇒ (8) + 11 = 19
He points to the marshy ground: There are bootprints here, heading toward the moathouse.

Garm Stoutsole |

There indeed maybe be bandits afoot. I try to spot a location that will give me a good overview of the potential battlefield. Climbing a tree is generally out as I do not have a good climb check.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
I try to quietly move towards above location. 20 ft movement
Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
If I cannot find anything nice, I'll move towards the tree trunk at J-13.

Trane Loften |

Trane advances toward the gates trying to stay behind cover. He speaks a quiet command to Chaandra, and she sets out on the hunt.
Move to L12 stealthily
stealth: 1d20 + 4 ⇒ (4) + 4 = 8
Trane is chagrined to find Chaandra looking back in disappointment at his pathetic stalking skills.

Velcore Valiantheart |

Velcore pulls his shield off his back attaching it to his left arm and pulls his long sword out with his right hand. "Iomedae bless me" Velcore uses Touch of Glory Moves to H-13

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1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (18) + 3 = 21
As the party starts moving toward the gate of the moathouse, the water suddenly erupts from the small pond, and two giant frogs emerge! One attacks Chaandra with its gigantic tongue 1d20 + 3 ⇒ (4) + 3 = 7, but Chaandra is able to evade the long, sticky grab! The other giant frog attacks Elmo with its tongue 1d20 + 3 ⇒ (2) + 3 = 5, but he manages to duck and the attack misses!
Roll for Initiative!
The map is updated.

Garm Stoutsole |

Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Fiendish froggy foes! I shout as a warning to our group.
For Round 1, I pull my Lt. Crossbow (Named Millie) and fire at the closest frog.
Attack & Damage: 1d20 + 3 ⇒ (3) + 3 = 61d6 ⇒ 1
Assuming it was in hand when combat began, I reload Millie as a move action.

Velcore Valiantheart |

Velcore Initiative 1d20 ⇒ 2

Eric Utherson |

Eric Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Eric waits for his chance and then moves forward and then slams his Greatsword at the closet frog attack with Power Attack: 1d20 + 4 ⇒ (1) + 4 = 5 missing badly.

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I find that combat encounters run quicker if initiative order is run in groups. Since the frogs go first, they will do their movement/actions, and then the rest of the party will go second. You will not have to wait for a particular player to move or act before taking a turn. As soon as you see that it is Group 2's turn for action, you may do so. We will alternate the two groups, and you will see that things will move more quickly. I will do Bryce's roll, since he will be out of the loop for a day or so - only to see if he gets a natural 20 to beat the frogs.
Bryce Initiative: 1d20 + 8 ⇒ (9) + 8 = 17 Nope.

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Round 1
Group 1: (frogs)
Frog #1 quickly hops to M-9 and attacks Chaandra 1d20 + 3 ⇒ (12) + 3 = 15 I'm going to assume a 15 hits, as a standard lion has an AC of 15 - I cannot find Chaandra's total AC in your stat block for her and 1d6 + 3 ⇒ (4) + 3 = 7 bites Chaandra for 7 points of damage! It wraps its tongue around Chaandra and 1d20 + 7 ⇒ (8) + 7 = 15 grabs her in a tongue grapple!
Frog #2 quickly hops to H-10 and attacks Elmo 1d20 + 3 ⇒ (5) + 3 = 8 but he is able to evade the frog's bite!
The water in the pond boils, and two more giant frogs emerge!
Group 2: (players)
Garm quickly fires a crossbow bolt at frog #1, but misses!
Eric moves to I-11 and attacks frog #2, but misses!
The map is updated.

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Cananthir fires an arrow at Frog #1, but the shaft nicks a tree branch and is thrown off course and misses!
Kalizama mutters a phrase, makes an odd hand gesture, and a gleaming orb of power leaps from her hand and strikes Frog #1 with a solid "THUMP" for three points of damage!
Frog #1 is hurt, but not yet ready to croak! Nyuk, nyuk, nyuk!

Trane Loften |

Round 1
Trane grabs his holy symbol and chants to Gozreh. The very plants and trees come to his aid to impede the frogs. He moves just outside the writhing grass and vegetation to support his companion (L9).
Entangle centered at Grid intersection between J&K and 0&1 (puts the two frogs on the very edge of the spell).
Entangle counter=10 rounds left
Entangle
School transmutation; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
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
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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Trane invokes a spell, and the very ground erupts with vibrating plant life, which writhes and gropes a wide area...
Reflex Saves: Frog #3 1d20 + 6 ⇒ (16) + 6 = 22; Frog #4 1d20 + 6 ⇒ (10) + 6 = 16
Both frogs are able to avoid becoming entangled!
The spell lasts 1 minute, so its radius will be portrayed on the next map update by a yellow outline.

Chaandra |

Round 1
Frustrated at being grabbed, the lion lashes out at the tongue holding her.
Condition=grappled -4 to DEX and -2 to attacks.
She attacks with a flurry.
bite: 1d20 ⇒ 201d6 + 1 ⇒ (5) + 1 = 6
claw: 1d20 ⇒ 191d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 ⇒ 191d4 + 1 ⇒ (2) + 1 = 3
AC 14 (AC12 if grappled); 4/11 hp
The badly crushed lion mauls the tongue of the frog badly even though held.

Velcore Valiantheart |

Velcore will move to G-11 and swing a his longsword at Frog #2
Attack: 1d20 + 1 ⇒ (14) + 1 = 15 Damage: 1d8 + 1 ⇒ (5) + 1 = 6
"Iuseltael binly lhelf Caxunlrun'suct, voyyicw yrel ocvuclviuol putiell ub reln vinvhel bnus yrel pelaly'l lyusavrl."

Garm Stoutsole |

Crush-Your-Foes Elmo! With real axe-swinging action! Get it for your kids at Christmas! Only 99.99 gp.
Round 2 Action
Shooting at Frog #4
Millie the Lt. Xbow: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 5
Daggnabit, I really should have tuned her this morning...
I reload as a move action after firing.

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Rafael tosses a pinch of powdered iron into the air, mutters a phrase, and makes a complicated hand gesture...and Elmo begins growing in size until he is twice his former height! He has to squeeze forward a bit to avoid hunching under the tree, but grins in anticipation as he swings his new battleaxe at Frog #2. 1d20 + 7 ⇒ (6) + 7 = 13 He smashes the axe down on the frog 1d8 + 2 ⇒ (4) + 2 = 6 and slashes it for 6 points of damage! The frog is wounded badly!

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Round 2
Group 1 (Frogs)
Frog #2 tries to bite Elmo 1d20 + 3 ⇒ (14) + 3 = 17, and manages to easily gnaw on such a big target 1d6 + 2 ⇒ (2) + 2 = 4 and hurts him for 4 points of damage! It tries to grab him 1d20 + 7 ⇒ (15) + 7 = 22, and its monstrous tongue wraps around him into a grapple!
Frogs #3 and #4 both attack Trane: Frog #3: 1d20 + 3 ⇒ (8) + 3 = 11 snaps at him with a bite, but misses! Frog #4 1d20 + 3 ⇒ (8) + 3 = 11 moves in and tries a bite but also misses!
The water in the pond boils up again, and more frogs emerge!
Group 2 (Players)
Garm fires a crossbow bolt at Frog #4, but misses!
The map is updated.

Trane Loften |

Trane steps away from the pond and swings with his scimitar and continues to keep his wood shield up to defend. He is horrified to see Chaandra attacking with such a bad wound. His worry causes his swing to be well wide.
scimitar: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 3 ⇒ (3) + 3 = 6
"Help out back there!" he yells in frustration.
Trane steps to K10.