The ogrekin sways and dips in inhuman ways to avoid Hudak's blade, but the Shoanti is implacable and with deadly skill he lays the foul creature low. Impaled in his blade, the ogrekin's eyes weep and snot dribbles from its nose before of collapses bonelessly on the filthy floor.
End of combat. 320xp each.
Apart from the severed arm, the only treasure the creatures seem to have is a whip, careless thrown in the corner.
Seeing that Vethran has the magic detecting in hand, Elisile gives the next door a once over ahead of Hudak trying to open it. Perception: 1d20 + 12 ⇒ (1) + 12 = 13
The whip has a transmutation effect on it. It seems to twitch a little in the grasp, although that could be imagination. Want to try an Identify check?
This is a Whip of Entanglement +1. Don't try and look it up, I made it up to give Illes a nice item, since he seems a bit low on stuff. Basically, the Entanglement quality can be added to flails, whips and spiked chains, and is the equivalent of a +1 enchancement (so this is a +2 item). It allows the enhancement bonus of the item to also apply to CMB attacks like trip and disarm, and to CMD values when someone is trying to disarm you of the item. Don't know if this is scarily out of whack or not, so let's give it a go and see.
After a few moments of scrutiny, Vethran hands the whip over to his cousin. "Here you are cousin. I believe you're the only one amongst us who knows his way around a whip. This one is enchanted to entangle and ensnare it's targets."
This musty chamber smells of week-old meat and is thick with clouds of fat, greasy flies. Thumb-sized cockroaches dance along the walls, floor, and ceiling. A thick butcher’s block sits under three cruel-looking cleavers hanging on a rack above. Bloodstained smocks of thick leather, one still dripping fresh gore, hang on bone-spur hooks by the door. A crockery platter of severed fingers and toes sits on a rickety old table next to a dried sinew basket overflowing with hacked-off hands and feet, all sporting stubs of congealed blood where their digits once were. A family of lucky rats gorges itself on the red stumps.
Fort save, DC 15 - fail and you are sickened by the stench for 1d6 minutes. This room occupies N-P/7-11. There are two more doors - one to the outside at Q10 and another at P6.
Once Elisile has finished gagging, she takes a deep breath and passes through the kitchen. She stops and looks around on reaching the stairs, then, if all seems clear, goes to check each of the doors. Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Elisile carefully inspects the doors and finds no traps. She does find evidence of tracks, perhaps from someone with an injured leg that drags, moving about detween the rooms. She can also hear movement through the west door (K6) and the odd incoherent mumble.
This low-ceilinged room features a floor of hard-packed earth stained in many places by blood and mold. A lumpy mattress lies heaped against the southwest corner, and what appear to be several half-finished chairs made of flesh and bone lie against the eastern wall.
A hideous ogrekin clutching a huge ogrehook stands ready in the centre of room. He shuffles with a pronounced limp from what looks like an old injury, and air grows lopsided from the right side of his head and face rather than atop his brow. Most horribly, a vestigial twin that grunts and gasps protrudes from the back of his neck. In addition, two overgrown donkey rats the size of mastiffs snarl and prepare to defend their master.
"Come hither, unseemly wretch! Join the rest of your.....breed....under Nualia's Tongue! Your line ends this day!!! Graul is dust to be scattered in the wind!"
For her part, Elisile quickly nocks an arrow and lets it fly at the misshapen ogre, then quickly steps back out of the way, remaining within the hallway.
Bow attack at Two-face. Bonuses include bardic, point blank shot and favoured enemy (which I keep forgetting about). 1d20 + 15 ⇒ (15) + 15 = 30 Damage: 1d8 + 8 ⇒ (7) + 8 = 15
The ogrekin gives off a strange stereo howl as Elisile's arrow bites deeply. Nualia's Tongue tastes rat flesh. The ogrekin steps forward and hews at Hudak.
Vethran steps into the room (to K6) and levels his finger at the mutant ogre, releasing a ray of withering energy.
Ray of Enfeeblement. Touch attack: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7 If successful, the ogre gets a Fortitude save (dumb, I know, but that's PF rules) to halve a STR penalty of1d6 + 2 ⇒ (5) + 2 = 7, otherwise he takes the full penalty. DC 17.
EDIT: I'm guessing that a 7 isn't going to his his touch AC.