
GM - Obermind |

Tsin Tao's unnatural perception and years of training allow him to detect a complex and ellaborated trap in the room he has just entered - even though he cannot fathom its full effects, it is clear there are dozens of pressure plates on the chamber floor, and there is a single 'safe' path through the chamber, which
involves skirting the circumference west and then cutting a path east after passing the obelisk and looping back south to the eastern exit.
The immediate consequence of stepping on the pressure plates is not evident, but from the dynamo like apparatus Tsin can spy through the fissures surounding the pressure plates, most likely some sort of electrical discharge is involved.

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I wipe my brow with relief and offer a quick prayer
Thanks for watching over me Tsukiyo and showing me the way through the home of my enemies.
Yes I googled a god :P
Then I whisper to into the spell
Guys, this room is heavily booby trapped. Don't come in. If you don't need me I'll keep going to check the exit.
I keep going carefully (slow and stealthy) along the safe path until I get some reply.

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Saktar whispers back immediately
What? Haven't you been hearing me? The alarm is on, we need to regroup! F#$# it, we're going to Lokeemon, give me a whisper if you get into any trouble but we can't be running around like fools
Then he turns to Duncan
Screw him, we better get to where the action is... or will soon be
Then he moves towards Lokeemon

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As for me, it depends on how far I've gone. If I'm just a few seconds away from the exit, I keep going and check it out.
Otherwise I double back to rejoin the rest of the group.
Either way I whisper to them what I'm doing.

GM - Obermind |

The room is not that big Tsin. So I guess you continue your exploration. I will post soon.

GM - Obermind |

The whole process takes about one minute of careful walking and stepping, until you reach the exit - from here you can see there is another corridor which turns north about 10' (3 meters) from the room.
1d20 ⇒ 11
You hear nothing but the howling winds coming from the tunnel.
-----------------------------
As for the rest of the group, time continues ebbing away, at least one minute for now. What are you going to do?

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We go to Lokeemon and then towards the noise, The dwarf and the warpriest leading the way

GM - Obermind |

The trio moves along, leaving the ninja to do his own thing back in the trapped room. Within moments they are back in the main entrance to the underground complex.
When Lokeemon was here initially, the sounds came from the East - everything seems silent now though...
Map UPDATED! GO!

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Saktar tries to resist his eagerness for a fight
Ok, by now they are just waiting for us, we should wait for the scout
Then he whispers
Tsin, haul ass, we're waiting!

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Saktar waits for a reply but none comes. So he tries again
Hei ninja, still with us?

GM - Obermind |

Ok guys, we're going into spoiler mode - no peeking please.
There is no answer from Tsin Tao.
Please post your reply to me or the group here in spoilers also.

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I send a message to Saktar
I don't like to be here waiting in the open.
At least I'll cover the corridor.
I move as stealthily as I can until AC-56.
Stealth : 1d20 - 2 ⇒ (9) - 2 = 7
Then I look to the corridor on the other side (towards O-57)
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Then I focus my senses on whatever may be on the corridor I just approached
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
And finally, I ready an action to attack whatever may come running out of the corridor.
I'll probably not attack Kibbo if he's the first to come

GM - Obermind |

1d20 ⇒ 20
1d20 ⇒ 12
You continue along, reaching the turn in the corridor. Peering into the darkness beyond, you realize the tunnel runs north as far as you can see.

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F%+&, the ninja has gone off grid, either that or he's dead, ahahah So, what do you want to do guys? Ahead like a man or go back with our tail between our legs?

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I guess we'll head back until we're all together.. if nothing happens of course

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That's what we're here for. Tsin, check the corridor
I refresh my Message on everybody

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Ok. By the way, the obelisk room has a trap. We need to take a specific path through the room not to trigger it.
I got to a long north bound tunnel when I decided to turn back.
Ok so now we find the little traitor Kibbo. Which corridor did the sound come from Lokeemon?
Once I know this I move in that direction. Otherwise I go back to the entrance room and take the West tunnel.
Always moving stealthily but no trap finding until I'm in that tunnel.

GM - Obermind |

1d20 ⇒ 8
1d20 ⇒ 12
1d20 ⇒ 9
After the information provided by Lokeemon, Tsi Tao courageously plods forward alone through yet another tunnel - this is a short one however, and just a few feet ahead he finds a door ajar.
Beyond it, he spies a large stone chamber - at its center, a pit filled with molten slag and some sizzling red liquid casts a hellish red gleam on the walls all around. From inside wafts an oppressively hot and thick ashen air.
Close by the entrance you notice also an obvious if faint blood trail leading into the room.

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Is there anything else in the room besides the pit?
Is the red liquid inside the pit itself or separated from it somehow?
Like in a pot or whatever?

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Saktar keeps the communication open, whispering through his spell
Tsin, everything cool? We'll begin moving after you, let's say 60' behind?. We'll wait until you tell us to start moving
If he tell us to go, we'll move slowly following his directions

GM - Obermind |

From where you stand, you don't see anything else in the room, besides the pit.
Tell me where you want to move (coordinates) or should I move you?
The red liquid is inside the pit, forming a sludge with the abovementioned slag. As if a huge cup yes.

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If the room seems empty I whisper to Saktar that everything's cool but don't move yet. I'll call them.

GM - Obermind |

You move forward unimpeded, until you can see the whole room - when you reach the entrance, it seems obvious indeed the oppressive smell and dense air seem to come from the basin like structure, but something else catches your attention...
The blood trail turns right after the entrance, but then continues up the wall!!
Your eyes follow it almost involuntarily, until you come upon a grisly sight - Kibbo, apparently dead or unconscious, is being pulled up by a pallid, slimy, worm-like creature about the size of a human, its mouth a sickening tangle of tentacles and hooked jaws which clamp tight around the kobold's neck, dragging it along as the creature 'slimes' up the wall.
An -> Image <- is worth a thousand words? :D

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I whisper into the spell.
Found Kibbo. He's being dragged up a wall by some sort of snake parrot squid thing. Engaging!
Then I draw my short bow and fire at the thing!
Attack/Damage: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 3 ⇒ (1) + 3 = 4

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Saktar warns everybody immediately
Guys, the fight is on, let's go!
Everybody starts moving forward with Saktar keeping himself at the end of the group

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Not sure if it was on but if it was not, I cast Mage Armour

GM - Obermind |

Ok, first things first - I'm gonna assume you already had your bow in hand Tsin. This is because during the Surprise Round (which is the case), you can only do a Standard (one attack for example) OR a Move action (like drawing a weapon).
Second, creatures surprised are flat-footed, and thus subject to sneak attack damage ;)
--- Surprise round --
Sneak Attack: 2d6 ⇒ (3, 4) = 7
Tsin Tao unleashes a shot at the monstrosity - his aim is right, but the damage seems somewhat underwhelming, as the arrow simply grazes the creature, which turns to face its interloper.
--- Round 1 ---
Init Tsin Tao: 1d20 + 6 ⇒ (17) + 6 = 23
Init ????: 1d20 + 2 ⇒ (17) + 2 = 19
Init Saktar: 1d20 + 5 ⇒ (14) + 5 = 19
Init Lokeemon: 1d20 + 1 ⇒ (18) + 1 = 19
Init Duncan: 1d20 + 1 ⇒ (2) + 1 = 3
Tsin Tao, post your actions for round 1 - GO! The actions of the resto of the group will go in Round 1.

GM - Obermind |

Tsin, since you won initiative, you deal sneak attack again. As per the rules, the creature is flat-footed UNTIL it is her turn to act.
Sneak Attack: 2d6 ⇒ (3, 2) = 5
Tsin fires yet another shot at the creature, but this one is even less effective than the last, not even scratching the hard skin.
The monster seems to have taken notice of the attack however, and drops Kibbo into some sort of high up (10') vent or crevice, crawling down at an astonishing speed (for a climb), and moving after the tiefling.
Duncan and Lokeemon rush forward, but see nothing in the room, apart from the reddish, bubbling sludge, and the blood trail.
Saktar casts a spell and similarly moves forward after his companions.

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Saktar sees nothing in the room and his next comment probably can't be called a "whisper"
We're in the room, Tsin. Where the f&*@ are you?
Not waiting for an answer, he points to where the bloody trail goes and speaks to his companions
If I have to guess, I'll say thats the way

GM - Obermind |

Guys, easy... You are posting out of order....
Tsin acted, the monster acted, and you acted - like I said Duncan and Lokeemon moved, and Saktar cast a spell and moved. Now wait!
Tsin, you are UP! Round 2! GO!

GM - Obermind |

As Tsin Tao moves away, and in spite of his efforts, he lets his guard down momentarily, and the monster tries to gain advantage from the opportunity.
AoO: 1d20 + 4 ⇒ (8) + 4 = 12
Damage if it hits: 1d4 + 1 ⇒ (4) + 1 = 5
The bite is poorly aimed however, and misses the ninja, who proceeds in placing a very well aimed shot into the creature's body. The damage is still far from spectacular, as the arrow apparently does not fully puncture the hard skin.
The monster proceeds in closing the gap, and mindlessly trying to bite Tsin Tao again.
Bite: 1d20 + 4 ⇒ (5) + 4 = 9
Damage if it hits: 1d4 + 1 ⇒ (2) + 1 = 3
But also again the attack is poorly placed, and misses its mark.
---------------------
The remaining companions rush into the room, and finally witness the terrible scenario.
Tsin Tao is UP! Then the bad guy, then the remaining of the group. GO!

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Saktar looks at the creature trying to understand what it is.
Not sure which knowledge to use, I have Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (religion) +8, Knowledge (planes) +8
Knowledge: 1d20 + 8 ⇒ (15) + 8 = 23
Anyway, when in doubt, he fires a magic missile
Magic missile with arcane point: 4d4 + 8 ⇒ (4, 4, 3, 4) + 8 = 23

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Same deal. 1/2 move acrobatics then an arrow in its gut (hopefully).
Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
Att/Dmg: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 3 ⇒ (3) + 3 = 6
I think the move is enough for AL 57, if not place me around there :)

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I’ll try to move the creatures attention from Tsin. I Attack while yelling at the creature and keep myself attacking in the opposite direction of Tsin
Face me! You oversized big mouthed slug!
attack: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d8 + 2 ⇒ (3) + 2 = 5

GM - Obermind |

Tsin Tao again uses his agility to move away from the creature, this time successfully as the monster is unable to react fast enough to attack him. However, once more and in spite of hitting, the arrow does not seem to be enough to actually harm the creature.
Mindlessly, the monstrositty follows the ninja, and tries to bite him again.
Bite: 1d20 + 4 ⇒ (5) + 4 = 9
Damage if it hits: 1d4 + 1 ⇒ (3) + 1 = 4
But misses miserably.
At this point, the remaining companions burst into the room, and without a second thought Saktar sends multiple arcane bolts through the air, which fly unerringly to strike at their foe, leaving not one, nor two or three, but four holes in its 'torso' from which oozes some sort of greenish/red liquid.
The creature quivers, and falls to the ground unmoving.
The origins of the grick are not known. Even though the grick has a rudimentary intelligence, it does not have any society to speak of, and most are encountered alone. Capable predators, gricks also have a strangely weapon-resistant hide that makes them especially dangerous. Many novice adventurers have fallen to grick attacks merely because they were unable to damage the creature with their nonmagical weapons. Those that are familiar with gricks (especially dwarves, morlocks, and troglodytes) know the best strategy for dealing with them is to fall back and wait for more powerful or magical reinforcements.
Some important notes:
- Highly Perceptive and Stealthy
- DR 10/magic
- Attacks with bite and tentacles