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"Let's try this..." Dominic tries to use his whip to hit the lever and wrap around it.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
I'm guessing this won't work since that's an explicit ability of a later feat. But I figured I'll try.
Edit: Oh, maybe with that roll...

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Willard shakes his head, Alas, I do not either know that spell. I should really learn how to use it though. I always seem to wind up in these spots where it would be exceedingly helpful. The Ulfen peers past the grate, Very interesting, do you all think this place is designed to challenge us, but then something else has happened and it got away from those who set the challenge, because that's what I think now.

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Nice try, Dominic...we'll just go around. The bats have to rest somewhere...and need to feed. I highly doubt they ate enough bugs in this room for them all to survive... Carlin says as she looks around with her arcane sight.cast detect magic

GM Mauve |

Carlin notices a crack or fissure in the ceiling of the room behind the portcullis, just large enough for a bat or two to fly into. The few leftover bats fly up into it. There may be another entrance/exit or cave or something up there. Doesn't seem magical at all.
Beyond the fissure, nothing pings as magical.

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"True, there is the whole East wing we have yet to explore. There may yet be another way around." Maud chimes in.

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Cevrik blushes heavily at the praise being heaped upon him by his lady (and which he, of course, takes as entirely sincere), and he moves over to resume his place on Dumpling's back.

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I say we go that eastern side and see if we can't get in there another way. Willard steps deliberately on the bats, I don't think we need any more of these kinds of friends in here.

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Well...make sure we mark our path...it might be easy to get turned around here... the sorceress says as she grabs a rock and marks the group's direction on the wall. Hey...do one of you know that minor spell that lets you mark things? That could come in handy... Carlin says as she heads back through the halls.

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Cevrik keeps himself (and Dumpling) in front of Carlin as they move to keep her safe and occasionally muttering, "Brave sir Cevrik . She called me brave!" to himself.

GM Mauve |

Cevrik leads the charge! Heading back north through the room with the exploding plague zombies then east past the stairs. Further west they go. Cevrik comes to a T intersection. He notices that it begins to slope down a bit after leaving the circular chamber, growing deeper as the passage continues. Water collects in both the north and south corridors. The water is cold to the touch! The ceiling appears to be leaking water here in several places.
Made a cyan line where the water starts
Up north, Cevrik notices a door while south is a corridor and possible room.
Which way do you go? North or south?

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1d2 ⇒ 2
Maud considers, then points toward the south one. Because.

GM Mauve |

Maud leads the charge south. The water in this room is about a foot deep. (Small creatures (i.e. Cevrik) treat it as difficult terrain. Medium creatures (i.e. everyone else) are unaffected.
Any skill requiring Acrobatics increases by 2.).
A strange blue fungus coverst he walls, ceiling, and pillars of the waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses - three large rats (orange) and one giant frog (green) - with strange burn marks all over their bodies.

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Maud doesn't have Kn.Nature, but this player recognizes it from "sight" lol zipping my lips

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Willard observes the dead creatures, Probably just died of starvation? he looks to the others to confirm his suspicions.
Munnin looks around the room from the Ulfen's shoulder, assessing the situation as well...
Knowledge Nature: 1d20 - 2 ⇒ (3) - 2 = 1
And uncharacteristically says nothing to the Arcanist.

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wisdom (burn marks infer): 1d20 + 4 ⇒ (12) + 4 = 16
Maud raises her eyebrows skeptically at the suggestions they starved or drowned.
"So those burn marks are just... what, coincidence then? On all of them?" She shakes her head in disbelief. "Be careful Dom! Whatever killed them might still be around looking for lunch."
perception (looking for enemy ambush): 1d20 + 8 ⇒ (8) + 8 = 16

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In response to Dumpling seeming hesitant to move into the water, Cevrik says, "C'mon, you big baby. You'll dry off!" And with that, the Halfling, atop the unhappily soggy bear dog move into the room and towards the frog to see if they can ascertain the cause of death.
Heal Check: 1d20 + 2 ⇒ (16) + 2 = 18

GM Mauve |

You may want to wait before moving in Cevrik. Moved you back
As Dominic wades into the water, he create small little waves. These waves start to moves the fungi tendrils. Not a good idea! Dominic notices it before he has a chance to react. Electricity! Suddenly, he feels a jolt flow through the water. Maud feels it too.
Electricity damage: 3d6 ⇒ (4, 6, 4) = 14
Both Dominic and Maud take 14 points of Electricity damage. DC 14 Fortitude save for half.
1d6 ⇒ 1

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Fort save: 1d20 + 4 ⇒ (12) + 4 = 16
Sometimes Maud's solidness comes in handy. She takes half damage and shouts "no, No, NO! Get outta there!" and backs up out of the water immediately, looking to patch her wounds.

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Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11 That's not good
The electricity shocks Dominic in the water, jerking his body. "That. Was. Bracing." He grits his teeth and looks around at the fungus. He begins moving slowly as to not disturb the water, heading for the others.

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Willard will follow Carlin's lead, flinging acid at the fungi. Dominic, you okay?, he'll ask as the throws.
Touch: 1d20 + 1 ⇒ (13) + 1 = 14
acid: 1d3 ⇒ 2

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I think start at one corner and work our way around...sound good to you guys? Carlin says as she drops another blob of acid at the closest edge of the fungus on the right.
just like i described it..start one corner and "walk" it over

GM Mauve |

?: 1d10 ⇒ 10
Walking slowly through the water as to not disturb the fungi tendrils, Carlin and Willard slowly but surely destroy the fungus with acid. The two manage to burn about 3/4 of the tendrils before Carlin hears a woosh of wind! The tendrils lash out again.
Both Willard and Carlin must make a DC 14 Fortitude save or take Electricity damage: 3d6 ⇒ (1, 1, 5) = 7

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Fortitude: 1d20 + 0 ⇒ (14) + 0 = 14Willard is struck hard by the electrical attack of the fungi, he reels from the shock and sits down heavily; before regaining his feet and continuing to throw acid at the remaining fungi. Dominic, can you heal me? he asks through gritted teeth.

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fort: 1d20 + 2 ⇒ (10) + 2 = 12
Blasted fungus! I will burn this room to get rid of it! the sorceress says as she then starts to say some nasty sounding words in a tongue that sounds angelic of sorts.
cursing in Celestial...and Carlin has electric resistance 5...so only 2 damage...but she's still mad!

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"My lady!" Cevrik blurts out, hearing Carlin call out in pain. He then joins the two casters in lobbing acid splashes at the fungus.
Two world magic trait let me pick up that cantrip which I never use since I have the ultimate bear of destruction :=)

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Maud would also like some healing, please, once everyone is out of danger.

GM Mauve |

Carlin and Dominic head back down the hallway - far from the water. Cevrik instead goes in and splashes acid on the last bit of fungi. All of it seems dead!
Waiting in the water for 10 seconds, 20 seconds, a minute. No electricity. Closer inspection of the floating corpses, they obviously died to the electricity.

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"Well, glad that's over with," Cevrik says, feeling secure that the electric fungus which would be an awesome name for a band! has been dealt with. "It was certainly an interesting foe, but perhaps there are things that are both interesting and helpful in here?" and he begins inspecting the room for goodies.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

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Maud belly laughs wholeheartedly.