Auric Angelesblood |
Auric is going to close on the beastie that Andrea shot at. I have moved his tile to its current position but will re-jigger as need be.
Auric strides confidently up to the smelly bastard and takes a swing.
Longsword: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 + 3 ⇒ (7) + 3 = 10
"Your poor hygiene and manners are why you will die this day!"
GM Axolotl |
Andrea's arrow neatly pierces the nearest lizard-thing's thigh. Alarmed, it runs for the central stairway and scampers up into the darkness, leaving its companion alone to face the heroes.
The remaining creature swings at Imendri with a club, attempting to put a brave face on things.
Club: 1d20 ⇒ 6
for: 1d4 - 1 ⇒ (4) - 1 = 3
It fails miserably, and then is rewarded for its pains by a punishing chop to the neck by the mighty Auric, whose longsword deals the beast a fatal blow. Spurting bluish black blood from a grievous wound, the little creature falls to the dust, twitching, its life over.
One beastie down! Each of you get 50 xp.
We are kind of out of combat, but we can go round by round to see what happens next. The other beastie has run upstairs. So--Imendri and Vesliyx have actions. Or we can pause here as you all cough for a bit.
I also need a DC13 Fort Save from Andrea, who is now within the area of stink.
GM Axolotl |
Yeah, you got a whiff from the first one, who has left, but the stink effect hit you before it de-f, I mean de-parted.
The Stench rules are very vague. Do you need two saves for two opponents? I'm saying no. (otherwise an army of them would be unstoppable, right?) When does it affect you? Next round (I guess?) Do dead bodies stink? I guess not.
GM Axolotl |
Actually it's 1d20 + 7 for your Kn Local, which means you know a lot...
You can now use your Naturalist Performance ability to give allies +1 to attack, AC, and saves vs. monstrous abilities next time you're in combat (you'll have to start your performance of course.)
Vesilyx takes a look at the corpse and determines that this is a young troglodyte.
Troglodytes inhabit much of the upper reaches of the underworld of Golarion, known as the Darklands. Once, they had a mighty civilization, predating that of other humanoids, but they failed to progress or degenerated, leaving them to skulk in the dark. Their stench is an effect of 20-odd paces 30', and they are usually armed, as seen, with javelins and clubs, although they can claw their enemies if need be. They have no need for light and see better in the dark than a dwarf or half-orc.
They are extremely religious, and thus are usually led by a priest or shaman of some sort. cleric or druid.
Are we gonna go by rounds, or let Imendri recover?
GM Axolotl |
Vesilyx also recalls that troglodyte shamans are respected and feared for their control over beasts.
GM Axolotl |
Sickened gives you -2 to that roll... :(
Imendri doesn't see anything unusual on the stairs, except the fact that the whole world is lurching and spinning slightly.
Imendri Hears-the-Old-Ones |
I forgot, how frequently can I re-roll fort save for this? It's so rare that I fight Troglodytes that I am lacking in this regard. Also, I could internet, but I'm... lazy?
*kaff* *kaff* "...yah, you go first, dis is som tough smell. Even de backside off a mammoff smells better den dis..."
Imendri follows behind Auric, weapons at the ready, vomit at the ready.
GM Axolotl |
Auric, are you checking out the stairs? How far up are you going…just a few steps?
Vesilyx won't be able to post until evening. I'll keep a tally to see how long Imendri feels unwell.
GM Axolotl |
The steps wind away into the darkness; no sign or sound of creatures from above, save for the track of the troglodyte that ascended in haste. Other fainter tracks indicate that this stairway has seen some traffic by other troglodytes, probably larger . Auric cannot see all the way to the next doorway in the Fortress, but reckons that the heroes have seen a doorway on each level and there should be one around the bend.
Auric Angelesblood |
"The steps wind away into the darkness; no sign or sound of creatures from above, save for the track of the beast that ascended in haste. Other fainter tracks indicate that this stairway has seen some traffic by others, probably larger. I cannot see all the way to the next doorway in the Fortress, but we have seen a doorway on each level and there should be one around the bend."
GM Axolotl |
You pass out of sight of your compatriots below as the staircase winds further up, and see the previously assumed to be present door, which presumably leads to the next level of the Fortress. It is closed. Actions?
GM Axolotl |
Just one Fort save roll, sorry. And it's 10 rounds, and I haven't been counting, but let's say there are 2 rounds left.
GM Axolotl |
:D :PPPP
Imendri feels much better as the last traces of reek-gorge-rise leave his system. Until the next troglodyte attack, of course.
Couple of things:
Imendri also recalls that there is one more room in this floor--the drippy wet room he poked his head into.
Also--he sees a little satchel on the troglodyte's corpse.
Finally, a few weapons and items stand out on the walls, among the more rusted and decayed ones: a small knife or dagger in a lovely looking sheath, a small but sturdy-looking steel shield, emblazoned with a leaping dolphin in bright blue and white hues, and a banner depicting a bird made of living flame.
Imendri Hears-the-Old-Ones |
Before scaling the stairs, Imendri calls out, now without as much of a sick waver in his voice, "Hoy, all you, dere's some fings in here what could be gud for us, dey look like is still gud, nowt so rust. Also, I don't like dat de offer room wif de water is still close. May be eet's some fings like before, wayting for ambush us."
He walks over to the Troglodyte's corpse and picks the satchel up, inspecting its contents. Looking around and noting that he may simply need to be the gear-hauling workhorse, he straps the shield onto his pack, and then the dagger onto his belt. Lastly, he rolls the banner up carefully and tucks it inside of his backpack, happy to be bringing back a sign of the people who'd once tried to breach the walls of this massive city.
"So, check dis room, may be?" Imendri presses his ear against the door, listening with his finely shaped elven ears.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
GM Axolotl |
loot: 2d10 ⇒ (10, 5) = 15
The troglodyte has some small disgusting or worthless trophies--a dog's paw or part of it? A broken quill? A piece of broken pink quartz--and also 15 silver pieces in the satchel. Perhaps it's soldier's pay, but it's yours now.
GM Axolotl |
The dagger is of fine quality and has had silver alchemically bonded to the blade.
Imendri listens at the door to the as of yet unexplored room and hears the same water dripping as before, but nothing else.
Imendri Hears-the-Old-Ones |
"Yah, det's fine, eet's pretty gud, I fink. A nice blayd, gud sheef. Smart to haff a nuffer weapon if eet's run out off arrows."
Imendri secures his shield, drops his pack to the ground beside the door, and opens the door, looking inside.
GM Axolotl |
Let's pause for a second at the door open so Vesilyx and Auric can weigh in--Auric's up the stairs at the moment.
Oh, and hang on…
stuck?: 1d100 ⇒ 94
Yes, we'll pause here. Imendri begins to open the door..(but Auric can hustle back down if he wishes, and Vesilyx can weigh in on the armory room as well.)
GM Axolotl |
Imendri can see a darkened room with some shelving on the walls--an old storeroom, maybe, but nothing remains on the shelves, either looted or decayed away.
A dog-sized lizard scampers towards him, its bright green scales and two bull-like horns crackling with electricity, which course across its hide and illuminate it like so many rippling sparks. It looks eager for something, if a reptile can look eager. Food? Play? Playing with its food? What is its food?
Imendri Hears-the-Old-Ones |
Excited and enthralled by the first thing in this far southern region which reminds him of the thunder lizards of the north, Imendri steps forward and squats low, holding out his shield arm with an open hand. Carefully, he reaches back to his pack and grabs some of the dried meat from one of his packs of rations and leans in, offering it to the lizard.
Handle Animal: 1d20 + 3 ⇒ (8) + 3 = 11
Please feel free to add a circumstance bonus for the meat, oh gods of kindness and fate! :P
Oh, and I suppose a Knowledge: Nature for great justice.
Knowledge: Nature: 1d20 + 0 ⇒ (10) + 0 = 10
GM Axolotl |
I'm going to say you don't know anything with an untrained Knowledge Nature check. Andrea may have that skill, though.
…ah…so…yes, I totally grant a +5 for the meat…but then, I remembered that this is a Magical Beast, not an Animal, so that's -5 again.
The lizard happily bounds up to Imendri…shocking him with a jolt of electricity.
Zapp nonlethal damage: 1d8 ⇒ 7
Please make a DC12 Reflex save to halve that damage.
Imendri notes that the lizard did not bite him ( yay :| ) and is really just interested in the meat, or attention. Perhaps if he threw the meat in the corner…
Imendri Hears-the-Old-Ones |
Reflex save: 1d20 + 1 ⇒ (15) + 1 = 16
Shivering, Imendri drops the meat and wipes a bit of involuntary drool off of his chin. Upon standing, he takes a step back, and laughs, still keeping his attention on the lizard.
Figuring maybe this thing likes other food too, Imendri empties out the pouch of the ration he'd pulled the meat from. Dried fruit, nuts, and more scraps of meat fall to the floor next to the slab which was already offered. -1 ration
Handle Animal: 1d20 + 3 ⇒ (19) + 3 = 22
Imendri Hears-the-Old-Ones |
Thank heavens for my last Handle Animal check, haha - might offset the commotion, lol. Also, if you're gonna try and pet it, ain't no harm in attempting a Handle Animal check, provided it's an untrained skill (or you have points in it)
"Hoh, Vessy licks, keep calm and move slowly dere, he may be friends, but he looks honkry. Need to move slow. Eet's may be could be a ally, but haff to stay quiet for a seconds."
Seeing the scholar run in and attempt to pet the lizard, Imendri continues to speak to the lizard in soothing tones, still in his native Hallit, as he feels he might be able to convey the sense of peace and companionship more clearly in the words he learned as a child.
Handle Animal: 1d20 + 3 ⇒ (11) + 3 = 14
GM Axolotl |
This is a shocker lizard. Hard to tame, and deadly in large numbers. They are often timid by themselves, but can't help but shock creatures out of excitement or fear. You are pretty sure that the food will slow it down, but after it finishes eating it will be excited again. I.e. maybe it's time to leave. :D
Vesilyx is rewarded by a jolt of electricity by the lizard, who sniffs at him a little petulantly, having distracted it from the rations.
Zapp nonlethal: 1d8 ⇒ 2 DC12 Reflex save to halve that...
Fortunately, after that, the animal turns to the food and starts gobbling it up noisily.