
rando1000 |

Since Djack missed the better of the two rolls by less than 5, he does not spring the trap and is free to try again.
1d20 + 13 ⇒ (15) + 13 = 28
Undaunted, Djack tries one more time, and manages to disable the magical trap. He believes the rune would have paralyzed him for quite some time, and probably anyone close to him. Could have been disastrous if some other danger wandered by in the meantime.

Djack Nymball |

Bugger... it's the one thing I hate, being unable to move.
Perception, past the Rune, canny: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23
Do I always add the +4 Canny Observer (secret, hidden, traps)? I'm always wondering.

rando1000 |

Do I always add the +4 Canny Observer (secret, hidden, traps)? I'm always wondering.
For secret doors and most traps I'd say yes. They are hidden by nature. And if you do come across a trap that's not hidden, it won't usually require a perception check at all, you'll just see it.
Other than finding the trap, there is little for Djack to perceive here, unless you want to look through the fallen door into the area beyond that.

Djack Nymball |

Looking back and nearly tripping. The whole is ALWAYS greater than the sum of its parts, Yoltzin... there is no telling what would have happened without your conveyance of the blessing or how much intervention occurred.
Perhaps it allowed me to be more confident... or hesitant at the right moment.

rando1000 |

In the dim glow of your lightsource, Djack gets a glimpse of the room beyond the door. His view is partially cut off by the angle of the entrance; Djack can tell the room stretches on beyond your vision on the northwest side.
Then, on the floor, Djack senses movement. Looking in, he sees a prone man in chainmail, a shattered shield beside him. He's moving, and seems in agony. Djack prepares to spring over the rubble to assist him, but something causes him to hesitate. Then, a nightmarish abomination appears from further in the room. This nightmare shambles along the ground on eight muscular tentacles, and as it does, a horrid stench fills the room. Its skin is moist, green-black, and covered in warts and protuberances. On its back, dozens of fist-sized pustules shift and pulsate with nauseating vitality, like sentient oily bubbles.
But the true horror lies in its eyes, for they gleam with a sinister mad intelligence. The downed man screams.

Djack Nymball |

It's difficult to tell from the angle, but Djack becomes stark still... and listless.
After a few seconds, the youth makes his way back to the others and explains what he saw. All the while, unable to keep himself from shuddering.

Yoltzin |

She could hear the screams- how could she have not? Yet hearing the description from Djack sets the tone for the coming encounter. "We need to pass this... Creature, regardless. I think if I call forth a spirit into the room and we enter after it, we can keep it's attention largely off of us."

Djack Nymball |

Pass it?
Oh, sister... we NEED to kill it. I can't sleep or live knowing that thing is out there... His breathing is quick.
We go in and hack it to little pieces so small that it's horrid evil eyes can't see them.
Can your spirit help with that?

Yoltzin |

"Yes...? Which is why we are going to try and cleanse this tomb. My spirits may go in ahead of us, and then we'd come in after while it is distracted to launch our own offensive." Yoltzin proposes, again.

Spizzbot |

"Spizz think Yoltzin should send in her elf-ghosts. Then maybe Spizz come in shooting fire at it, and rest of party can assist screaming human."
Everyone's free to do as they will, of course. Just trying to get the ball rolling.

rando1000 |

Great RP guys!
Climbing over the remains of the door will make some noise; there will be a -4 penalty on Stealth Checks. That said, Spizz can shoot fire around the doors, if he wants. Likely Rocko will come in last and just smash through them.

Yoltzin |

Summon Monster 2: 1d3 ⇒ 3 Eagles
Getting herself into a decent position where she could see into the room, she waited for those who intended to engage in melee with the creature to position themselves. Then she chanted, pleading with the lingering lost souls to take part in combat once more. She could feel them grasping onto the tentative planar connection, and thrust her hand outward to bring them fourth.
Three eagles blessed by celestial fire burst into existence, letting out piercing cries and flew over the horrid abomination to distract it away from the entryway, before lashing out with claw or beak.
Smite Evil, +1 to dice rolls if the creature is such
Claw: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 ⇒ 2
Claw: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 ⇒ 3
Claw: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 ⇒ 4

rando1000 |

Two of the three Eagles find their mark with the attack, but it is uncertain what damage they inflict, if any.
The creature still seems unaware of your presence, and stops approaching the dying man in favor of the flying creatures in its midst.
Attack on Eagle: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Eagle Fort Save: 1d20 + 3 ⇒ (5) + 3 = 8
One of the three creatures is smashed out of the air by a powerful tentacle, and disappears back whence it came.
Combat Map at the top of the page has been updated. The number 2 is just the room number. The C is the creature, the K is the wounded knight.

Djack Nymball |

Djack sees the flight of eagles and his spirits are lifted.
The young man clambers over the debris and approaches the creature with steel drawn.
Please allow me... to introduce myself...
atk, rapier, flank: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
dmg, rapier, sneak: 1d6 + 4 + 2d6 ⇒ (4) + 4 + (5, 1) = 14

rando1000 |

1d20 + 2 ⇒ (12) + 2 = 14
As Djack moves up to the creature, its stench and appearance almost overwhelm him. He manages to hold down his breakfast, but barely.
Djack is sickened (minus 2 on pretty much everything).
Djack takes his attack, and his weapon strikes home, piercing the creature with a sickening popping sound.
At this point, we need Initiative:
Creature: 1d20 + 8 ⇒ (16) + 8 = 24
Spizz: 1d20 + 2 ⇒ (20) + 2 = 22
Quince: 1d20 + 1 ⇒ (10) + 1 = 11
Rocko: 1d20 + 2 ⇒ (7) + 2 = 9
Yoltzin: 1d20 + 2 ⇒ (3) + 2 = 5
Creature, then party.

rando1000 |

Unsurprisingly, the horrid beast doesn't take kindly to Djack's presence.
1d20 + 9 ⇒ (3) + 9 = 12 MISS
1d6 + 6 ⇒ (4) + 6 = 10
1d20 + 9 ⇒ (14) + 9 = 23 HIT
1d6 + 6 ⇒ (5) + 6 = 11
Need a DC 16 Fort Save from Djack. Failure means he's nauseated by the creature's touch for 1 round.

Spizzbot |

"Grrr. Spizz cannot get good shot for big magic!"
Spizz defaults to his flame jet spell
1d20 + 4 ⇒ (5) + 4 = 9
1d4 + 4 ⇒ (4) + 4 = 8
Spizz's spell goes high, almost clipping one of the eagles as it misses the target completely.

Yoltzin |

As her spirit summons take up offensive against the creature, the elf knocks back an arrow to help drive the attack home. She took careful watch of Djack's condition, ready to step in if he was looking truly dire.
The +1 bonuses will apply throughout the fight, if they in fact apply.
Eagle 1
claw: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 ⇒ 2
claw: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d4 ⇒ 1
bite: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d4 ⇒ 1
Eagle 2 Flanking partner
claw: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
damage: 1d4 ⇒ 1
claw: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
damage: 1d4 ⇒ 3
bite: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
damage: 1d4 ⇒ 3
Longbow: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d8 + 1 ⇒ (3) + 1 = 4

rando1000 |

The eagles continue to harry the horrid creature, though, they cannot get close enough to hit it this time.
Just before Yoltzin fires, she sees a faint orange come from around the corner of the visible area of the room. The orange glow flies to her, and hovers around her wrists, settling on a family bracelet on her bow arm.
Yoltzin looses the arrow and flies slightly truer than before, just enough to hit the beast.
Yoltzin's bracelet is now a +1 Archery Bracelet, giving her +1 enhancement bonus to hit and damage with any long or short bow she holds, and the attack counts as magic.

rando1000 |

Not willing to let Djack face the creature alone (eagles notwithstanding), Quince climbs over the barrier and moves up to the creature, taking a slash with one of his butterfly swords.
1d20 + 9 ⇒ (12) + 9 = 21HIT
1d6 + 6 ⇒ (4) + 6 = 10
Rocko's action, round 1
Combat Map updated.

Kevin Boyer 646 |

Rocko has shield and axe out as he makes his way into the room. Although he planned on standing on guard, poised to keep the beast from having an open path out of the cave, he pauses as he notices it might be more important to get this wounded solder a bit more out of harm's way.
if you'll let Rocko do so, he'll grapple the man's ankle to try to pull him 5 feet away from the monster. Technically the guy can resist and even get an attack of op. Rocko will also have to switch his axe to his shield hand, which will make both of them useless while he's pulling (no attack of ops for Rocko, no shield bonus.) I think this will put the knight in the square with Rocko prone at his feet but under cover of Rocko's mass.
"Easy there, I be a friend wantin' to help." he'll tell the soldier in anticipation of a bad reaction to being grabbed.
grapple check: 1d20 + 7 ⇒ (13) + 7 = 20
strength check if needed: 1d20 + 4 ⇒ (15) + 4 = 19
might be best to resolve with dice anyway to measure how fast Rocko can act.

rando1000 |

Top of Round 2
The creature pays little attention to Rocko, focusing instead on Quince, the latest opponent to damage it.
1d20 + 9 ⇒ (12) + 9 = 21 HIT
1d6 + 6 ⇒ (1) + 6 = 7
1d20 + 9 ⇒ (16) + 9 = 25 HIT
1d6 + 6 ⇒ (4) + 6 = 10
Quince Fort Save:
1d20 + 9 ⇒ (7) + 9 = 16
Quince manages to keep from being nauseated, and can act this round.
Rest of Party, including Djack, may act this round.

Djack Nymball |

Djack attempts to tumble out of reach.
Acrobatics, move away avoid AoO: 1d20 + 12 ⇒ (2) + 12 = 14
Do both conditions count or just the worst? Take -2 on the roll? EDIT: guess it doesn't matter. LOL.

rando1000 |

Djack manages to move out of the way, but thinks better of hitting the ground. He's now 5' away.
It's just -2 total. And you're no longer nauseated anyway; that was round 1. As such, you can change your action if you'd rather attack.

Djack Nymball |

Djack manages to move out of the way, but thinks better of hitting the ground. He's now 5' away.
It's just -2 total. And you're no longer nauseated anyway; that was round 1. As such, you can change your action if you'd rather attack.
I think this is the round I should be nauseated. Limited to a move action. Was just getting away. Stick with that.

Kevin Boyer 646 |

With the soldier in a somewhat safer position, Rocko will switch his axe back to his main hand, step up, and then take a swing at the beast. As much as he'd love to chop with all his might, the queasy feeling in his stomach makes him think twice about anything fancy.
I know it would be more advantageous to maneuver for flanking, but Rocko isn't the most tactical of fellows. Five foot shift up and swing. Let me know if the whole nausea thing cancels this attack. I think sickened also lowers damage? I will include it as a penalty.
battleaxe attack: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
damage if hit: 1d8 + 7 - 2 ⇒ (7) + 7 - 2 = 12
And since he expected combat, Rocko is in full metal armor. With the shield, his AC should be 22, although I seem to have temporarily misplaced my character sheet :/

rando1000 |

Map should now be updated with Rocko's position and the knight moved out of harm's way.
17 would normally miss, but since Rocko moved where he was flanking, it becomes a hit.
And yes, sickened is -2 damage as well. though it hasn't become real obvious in combat yet, Nausea only happens when the creature actually hits you, which so far is only Quince and Djack.
Rocko's powerful swing connects, making a rending, tearing feeling as hit hits. Grotesquely, Rocko notices one of the boils on the creature's back swivels, and two tiny eyes open to look at him. This is followed quickly by the opening of a tiny mouth filled with needle-sharp teeth.
Also, since Rocko's weapon is magic, he notices it's more effective than Quince's attack with non-magic blades.

Yoltzin |

The elf is stunned for a time as the objects takes shape around her wrists. A gift from the spirits, perhaps? She could not spare the time to consider it a .moment longer, as she saw her her companions flagged. Clutching her pendent, a pleasant warmth radiated through them in order to mend their wounds. As a bonus, it would help the injured knight as well.
Channel: 2d6 ⇒ (5, 1) = 6

Djack Nymball |

Djack father's himself and tries to help end this... thing. Finished heaving, he breathes drop and stabs before strong away.
You don't belong... here!
atk, rapier, flank: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
dmg, rapier, sneak: 1d6 + 4 + 2d6 ⇒ (2) + 4 + (2, 4) = 12

Yoltzin |

Oop, forgot actions from the birds. I presume at this point it has DR they can't get through. One of the eagles will go around and Assist djack. The other keeps attack, still providing flank.
Attack assist: 1d20 + 3 ⇒ (14) + 3 = 17 Succesful assist
Attack: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Attack: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
damage: 1d4 ⇒ 4
Attack: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7

rando1000 |

I presume at this point it has DR they can't get through.
That seems likely; their attacks don't seem to be doing much at all.
However, one does seem to have distracted the creature enough for Djack's "close" attack to become a hit.
Djack pokes the creature again.
End of Round 2

rando1000 |

Top of Round 3
The gross living boil that looked at Rocko last round pops off the creature and flies at the Gnoll's head.
1d20 + 9 ⇒ (19) + 9 = 28 Ranged Touch Attack HIT
1d2 ⇒ 1 bleed
The creature sinks its teeth into Rocko's neck and attaches to it, syphoning blood (to the tune of 1d2 hp per round it remains attached).
Super-secret roll for who knows what.
1d20 + 5 ⇒ (1) + 5 = 6
The creature lashes out with a nasty tentacle at Quince.
1d20 + 9 ⇒ (15) + 9 = 24 HIT
1d6 + 6 ⇒ (5) + 6 = 11
Quince drops to the ground, blood dipping from his ears.
Party may act.

Kevin Boyer 646 |

Rocko fends off the urge to desperately rip off this toothy thing to focus on finishing off the source first. He also notices it helps to have a friend opposite distracting the thing, so he slides over to be opposite the one eagle that didn't disappear. Since he seems to have the best advantage, he'll slash down with as mighty a swing as he can muster.
let's see, flanking bonus but sickened and power attack penalty. Here's hoping this works.
battleaxe power attack: 1d20 + 8 + 2 - 2 - 1 ⇒ (19) + 8 + 2 - 2 - 1 = 26
damage if hit: 1d8 + 5 - 2 + 2 ⇒ (8) + 5 - 2 + 2 = 13
and I'm assuming the bleed happens on the monster turn rather than mine? Also hoping that super secret roll wasn't a save that Rocko just tanked. May need to beg Yoltzin for a reroll if allowed.