GM Fez |
Anthys' longsword utterly crushes the spider with no hope of it getting up again. As your team breaks the sticky webbing off Anthys Ezren looks in the only door available. He calls back to you, "Gentlemen it seems we have a problem, this interior stairwell is full of rubble and we are unable to ascend or descend. Only one solution comes to mind, that we climb the tower outside to reach the second floor."
Vindlér Far-seer |
Vindlér grumbles under his breath at Ezren's report, "Ruddy tower can't keep together after one small earthquake? Needed some dwarves on the job t' build it properly." He sighs and turns to head outside. "Right then, let's get to it. I've got some rope and a grappling hook if we can manage t' toss it up high enough to get in. Anybody have any cleverer ideas?"
Anthys |
How difficult a climb does it look to be? Anthys has a +3 Climb check (+7 unarmored) and Vindlér can do Guidance and/or Touch of Law to help with the first check. If it is high enough that Anthys will need multiple checks, he's on his own after that first one.
Anthys |
"I don't like going unarmored here, but I also don't think I can easily make the climb in mail."
Anthys begins removing his scale armor.
"Once I'm up, I'll attach the rope, and you all can start climbing. Hopefully I'll have time to get my armor back on before anything attacks us."
He can take 10 for a 17 Climb check once his armor is off.
Qioté Windrider |
"OK, sounds good."
Qioté dismounts and signals for his mount to go hunting, as clearly climbing into the second floor isn't very easy for a wolf.
GM Fez |
I wish I had the presence of mind to update the map last night.
The climb is not particularly hard, just dangerous if one were to grab a loose brick or some mortar collapses. Anthys is able to make it into the second floor and could potentially climb higher, but this is unnecessary for now. Finding a stable point he anchors the rope for everyone else to climb up as well. Ezren stows his cane on his back and begins the climb, "Would have been easier in my youth," the only thing he says as he ascends. As everyone else is climbing the rope he pulls out a scroll and his cane, saying some arcane words and shimmering slightly before the scroll burns to ash.
This portion of the second floor does not have much space, but it does have a door leading to the north and a door leading to the south.
Rope (DC 5 climb) or knotted rope (DC 0) climb?
Anthys |
Anthys will knot the rope to make the climb easier for everyone.
It will take Anthys 2 minutes to don his armor with help. I imagine Ezren cast Mage Armor which lasts an hour, so no problem there.
Vindlér Far-seer |
Yep. Even with my -5 ACP I can make a DC 0 when I take 10. :) Good work, Anthys!
Vindlér pants heavily when he reaches the second floor and clambers in through the hole. "Hmph...never much of a climber in my younger days. Much less o' one now." Once he catches his breath, he helps Anthys get his armor back on, then stows the rope and grappling hook he had lent to him.
With their gear all sorted, Vindlér looks around at the second floor to see what he might notice.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Vindlér Far-seer |
As Vindlér hears the sound of the discharge, he turns toward the northern door and gets his Magic Eyes on.
Cast Detect Magic on the door to see if the energy inside is magical in nature
GM Fez |
Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.
A three foot long lizard covered in green scales turns to look as you open the door. It scratches its head behind two large prongs and freezes as you look at it.
Kn. (Arcana): 1d20 + 11 ⇒ (7) + 11 = 18
Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6
Ezren relates all of the information in the Kn. (Arcana) spoilers
Anthys |
Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22
"I don't think it wants to attack us except in self-defense. We shouldn't get too close to it. There doesn't seem to be anything of worth in this room as best as I can tell. Maybe if we move slowly along the south wall we can get to the next door without disturbing it."
GM Fez |
Ezren shrugs, "If you say so. Let's move along, try to find our guy."
Anthys leads the party to the next door. It is unlocked and opens on silent hinges leading to what appears to be an armory. Racks for weapons line the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. A horrible stench fills the room as well, akin to the smell of rotten eggs mixed with the reek of an open sewer. The source of the stench is two very confused troglodytes who quickly move to attack!
Anthys: 1d20 + 4 ⇒ (16) + 4 = 20
Vindler: 1d20 + 4 ⇒ (18) + 4 = 22
Ezren: 1d20 + 3 ⇒ (14) + 3 = 17
Qioté seems to be especially affected by the smell and feels a little queasy in the room.
Anthys: 1d20 + 2 ⇒ (15) + 2 = 17
Vindler: 1d20 + 1 ⇒ (8) + 1 = 9
Ezren: 1d20 + 2 ⇒ (20) + 2 = 22
Troglodytes: 1d20 ⇒ 9[/dice]
[spoiler=Kn. (Local) DC 5]These are troglodytes, best known for their awful stench, causing those around them to be physically sickened.
Ezren takes big gulping breaths through his mouth trying to avoid the stench, "Ugh! This is worse than the time Valeros ate the spoiled cabbage that had mistakenly been pickled!" Delay until he can get into the room.
Order 1st Round
Ezren, Anthys, Qioté, Vindlér
Anthys |
Anthys curses under his breath. He'd like to draw the trogs into the room the party is in, but a battle could frighten the shocker lizard into attacking.
"No time for a lure - move in!"
He swing his sword at one of the troglodytes, connecting with a solid blow.
Longsword: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d8 + 3 ⇒ (4) + 3 = 7
Vindlér Far-seer |
Vindlér moves along the southern wall until he stands alongside Qioté. He lays a hand on the halfling's shoulder and blesses him with Abadar's divine guidance.
Cast Guidance on Qioté
Qioté Windrider |
Quioté tries to fight through the stench as he moves into the room, charging Anthys' opponent.
Attack, charge, sickened: 1d20 + 5 + 2 - 2 ⇒ (17) + 5 + 2 - 2 = 22
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
GM Fez |
Quioté's attack brings the troglodyte bleeding to the ground. Ezren takes this opportunity to rush beside Anthys and Quioté, before throwing his cane at the final opponent.
Old Man Throw!: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 ⇒ 1
The cane only barely taps the troglodyte atop its head before returning to Ezren's hand. The troglodyte realizes how outnumbered it is and plays it safe by only moving to attack Quioté.
Club!: 1d20 ⇒ 1
Claw!: 1d20 - 5 ⇒ (4) - 5 = -1
Bite!: 1d20 - 5 ⇒ (18) - 5 = 13
The troglodyte's inexperience shows as Quioté deftly avoids every strike.
Order 1st Round
Ezren, Anthys, Qioté, Vindlér
Troglodyte (0)
Vindlér Far-seer |
Vindlér moves into the room and stands beside Qioté once again, "Go finish 'im, lad!" Be lays his hand on the halfling's shoulder once again, spreading Abadar's grace to the small warrior.
Cast Guidance on Qioté again. Shield wall active with Anthys. Vindlér AC 20.
Qioté Windrider |
The halfling chokes down the urge to vomit and poke the last one.
Attack, guidance, sickened: 1d20 + 5 + 1 - 2 ⇒ (18) + 5 + 1 - 2 = 22
Damage: 1d6 ⇒ 4
GM Fez |
Ezren pulls back his arm to throw his cane again, but it is unnecessary as Anthys and Qioté finish the foe. Looking around the room it is easy to see that the trogs have set up a Javelin trap aiming at the person standing just outside the southern door.
Vindlér Far-seer |
Appraise (untrained): 1d20 + 1 ⇒ (1) + 1 = 2
Vindlér looks over the trap with anger at the primitive creatures. "The little buggers tried to spring a trap on someone. Lucky we came in the way we did, heh heh."
Anthys |
Appraise: 1d20 + 3 ⇒ (7) + 3 = 10
Anthys does not find anything of value among the weapons and shields.
"Ezren, is there anything magical in here? Otherwise, I'm happy to move on and get away from this stench."
Do we need to Disable Device so the javelin trap doesn't hit us if we go south?
Anthys |
"Qioté, are you okay? We can wait for you to shake it off."
Unless Qioté or Ezren want to do Appraise checks, Anthys is ready to move on once the halfling has recovered.
Vindlér Far-seer |
"Aye, sounds like as good a plan as any," Vindlér replies with a look at the retching halfling. [i]Poor lad hasn't got the constitution for such a powerful stink. Hopefully it clears out soon.[/ooc] Vindlér looks around to see if there's a window he can open to help disperse the smell and, failing that, checks to see what the origin of the smell might be.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Qioté Windrider |
Qioté looks better, but a little embarrassed.
"Yes, I'll live. South sounds fine to me."
Anthys |
Anthys actually can do Disable Device untrained (Improvisation feat) but with the ACP and no tools it's not going to work.
"Should we try to break down this door, or ignore it and keep moving up?"
Considering that Anthys has a +3 STR bonus, does he think this door possible to force open?
If it helps: Knowledge Engineering: 1d20 + 3 ⇒ (15) + 3 = 18
Vindlér Far-seer |
Vindlér follows along through the southern door, then up the stairs as they check the doors leading to each floor. Anthys sizes up the door to the third floor, but, while Vindlér is all for making sure the tower is cleared of any threats, he reminds his old friend in arms of their main objective. "Lad, it doesn't seem too likely that Forsend locked the door behind 'im on 'is way through the tower. We'd best be moving on to the upper floors to find 'im. Perhaps we can crack this nut once we make sure he's safe."
If Anthys insists that we should check the third floor first, Vindlér will agree to it and will help him out by casting Guidance on him and trying to aid the check.
Possible Str check aid: 1d20 + 2 ⇒ (12) + 2 = 14 Success! If Anthys tries the strength check to bust down the door, he'll get an additional +2 to the check.
GM Fez |
The door opens easily to a touch.Crude bunks line the walls of this room, which is filled with the nauseating stench of troglodytes. Three are lounging about, but quickly pick up their weapons to fight.
Vindler: 1d20 + 4 ⇒ (14) + 4 = 18
Qiote: 1d20 + 5 ⇒ (15) + 5 = 20
Ezren: 1d20 + 3 ⇒ (7) + 3 = 10
Ezren is the one who cannot stand the stench this time and starts coughing as his eyes water.
Vindler: 1d20 + 1 ⇒ (6) + 1 = 7
Qiote: 1d20 + 2 ⇒ (9) + 2 = 11
Ezren: 1d20 + 2 ⇒ (19) + 2 = 21
Trogs: 1d20 ⇒ 9
Order 1st Round
Ezren, Anthys, Qioté
Trogs
Vindlér
Anthys |
"Let them come. Lastwall holds the line."
Anthys readies to attack the first one that comes within reach. He has +2 AC from Shield Wall and +1 from Heart of the Streets, for AC 23.
Readied attack: 1d20 + 5 ⇒ (6) + 5 = 11
Though that's probably not going to hit.
Qioté Windrider |
"Very well."
Qioté readies his lance to skewer the first to close within range.
Readied Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 ⇒ 1
GM Fez |
"I like your style boys" says Ezren, "now if you'll allow me..." He steps just to the side of the door and prepares to cast a spell.
The troglodytes see apparent fear in their enemies as your group does not move and rush forward to slay.
They jostle before the door for position allowing a cone of fire to spread from Ezren's hand consuming two of them.
Trog 1: 1d20 ⇒ 10
Trog 2: 1d20 ⇒ 19
Damage: 1d4 ⇒ 3
The first takes the full force of the flames, the other uses his buddy as a shield to only minorly burn.
This allows Anthys and Qioté to step up and swing at their enemies, though the thick skins of the troglodytes stops their weapons flat.
Order 1st Round
Ezren, Anthys, Qioté
Trogs (0, -3, -1)
Vindlér
Qioté Windrider |
Yes, you are right, Anthys. I was pretty tired when I posted and forgot the strength, and hadn't even considered the extra for two handed. Thanks!
Vindlér Far-seer |
Fez, I went ahead and moved up the Trogs' tokens for you. Hope you don't mind.
Vindlér draws his weapon and strikes at the attacking troglodyte, though he has to reach past the doorway to get at the odious creature.
Morningstar: 1d20 + 2 ⇒ (8) + 2 = 10 Damage: 1d8 + 2 ⇒ (4) + 2 = 6