
GM DevilDoc |

Tellerin opens the door, but Hskoro pushes through the group and starts to step forward. Right before his foot hits the floor though, he freezes. His keen eyes have locates a small tripwire right below his foot. Carefully, he takes a step back and realizes that he nearly sprung a trap covering the front of the door.

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"Nice catch, Tell...phew." Rashid steps back and taps himself twice with his Wand of Cure Light Wounds. forgot about that :)
Wand of CLW: 1d8 ⇒ 3
Wand of CLW: 1d8 ⇒ 5

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Hskoro looks down at the tripwire. "Very close..."
He looks to his party, "Attempt Disarm or spring?"
Good lesson for Hskoro without hurting. Look for traps first before rushing through. :P

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"Do any of you know how to disable this thing, cause I can give you a bit a luck if ye do"
Dolvin casts bit of luck on whoever is going to disable if we choose that
-Posted with Wayfinder

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"A tripwire? I've never tried to deal with one of those before" Tellerin looks questioningly at his allies. "Maybe if we're careful, we can just step over it? Or you can try to spring it Hskoro."

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Hskoro looks over at Rashid. "You sneaky type. You disarm? Or I destroy trap?"

GM DevilDoc |

Hskoro: That is dungeoneering 101!! More people should take that lesson to heart, but they often forget and just throw doors open or traipse through rooms without ever rolling a perception check.
I will wait for Rashid to post before I move us on.

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Yeah. Hskoro is not that bright when it comes to dungeon exploration. I play a rogue in another campaign that checks for traps and loot in every room. He can't stand the thought of leaving a single copper coin behind.

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Rashid examines the trap first time I've ever done this, and kneels down to work. Am I still Sickened? If not, please add two to my roll.
Disable Device: 1d20 + 1 ⇒ (14) + 1 = 15

GM DevilDoc |

All sickened conditions have passed. With only at most 2 minutes, I would assume that yall would have waited for it to pass before you would have tried to move on.
Hskoro steps back and allows Rashid to take a look at the trap. Unfortunately, even though he is feeling better, there must be some lingering effects as he accidentally triggers the trap while trying to disarm it. With a sudden "SCHTUNG", a javelin is launched from the wall across the room and zooms towards you.
Trap: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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When I first saw the post about the trap Dolvin said he would give bit of luck to whoever was disarming it so Rashid should get a second attempt. Also I believe your disable device should be +4 because 3 from dex and 1 from trapfinding. It's still a beast of a trap but at least you should get another go at it.
-Posted with Wayfinder

GM DevilDoc |

Good call, Dolvin. I missed that about the bit of luck. That does bring you within the retry range, Rashid. After looking at your character sheet, I agree with Dolvin. It seems your skill mod is listed incorrectly. +3 attribute, -0 ACP, +1 trait, -/+0 regular thieves tools= base mod +4.
Rashid's sudden vision of a javelin piercing his body stops him in a cold sweat. He closes his eyes and forces himself to focus, and when he opens them again he clearly sees the second wire that he had almost tripped. Much more carefully this time he sets about disarming the trap and successfully disarms it this time.
As he stands up and the team moves in, you find that the room is indeed completely empty save for a single door on the opposite side from your entrance.

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Tellerin pulls back from watching Rashid anxiously. "Rashid, are you... alright? Have you ever heard the phrase 'I saw my life flash before my eyes'? Well I feel like I saw your life flash in YOUR eyes for a moment there."
Tellerin clears his throat, looking a bit embarrassed "Uhh, lets keep going. Doesn't look like much in here. Maybe we can still get further from that stench." He strides confidently over to the north eastern door, pauses to listen if there is anything beyond, sniffs at the air to check if the door is leaking noxious gases, and then starts to heave the door open.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

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"Wow - that was close...almost shish-kabobbed there." Rashid pulls himself together and looks around the room, standing ready while Tellerin opens the next door. Clearly shaken from his close call, he notices absolutely nothing unusual.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5

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"Nice work Rashid, my clumsy self would have been killed"
Dolvin takes a cursory look around the room before continuing to the other side.
Perception : 1d20 + 7 ⇒ (16) + 7 = 23
-Posted with Wayfinder

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Hskoro pats Rashid's shoulder as he passes him to enter the new room. "Good work. Better disarm than spring."
Seeing nothing in the new room, he decides to help the others search for more traps.
Perception: 1d20 + 2 ⇒ (7) + 2 = 9

GM DevilDoc |

The team congratulates Rashid before moving into the room and investigating. Unfortunately for the team, the only thing they find is dust.
And the doorway previously described

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Hskoro follows behind Calephe, looking over her shoulder.

GM DevilDoc |

Calephe and Hskoro move to the next door and open it to reveal a room that has partially collapsed onto the ground below. The floor looks safe enough to walk across, and there is another door opposite of you.

GM DevilDoc |

Calephe doesn't think that the door is trapped, nor does she hear anything from the other side.

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Rashid follows his team, still a bit freaked out by his near-catastrophe with the trap. He looks around the new room. "We literally are going in circles...not that there's anything wrong with that."
Perception: 1d20 + 4 ⇒ (14) + 4 = 18

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Hskoro looks at the other door, "Better to secure floor. No enemy attacks from behind."
Hskoro walks carefully across the collapsed floor to the other door and opens it to see what is on the other side.

GM DevilDoc |

DC 12 K. Arcana to identify the creature
Rashid also believes that the door is safe to open.. do Hskoro steps forward and leads the way. 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. Sitting in the large puddle is a curious looking lizard. It cocks is head at you in curiosity, and takes a few tentative steps forward.

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Tellerin peeks into the room and then tries to see what he knows of lizards like this.
KN Arcana: 1d20 + 5 ⇒ (7) + 5 = 12
Just barely made it! Looking for info on if these things are dangerous and/or agressive and what offensive abilities they may have

GM DevilDoc |

You seem to have discovered a Shocker Lizard! This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning. If an enemy gets too close to it, the lizard can use this lightning to shock its foes into retreat.

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"Ah! I once heard a story about a green lizard like this one. A knight searching for a cure to his princess' disfigurement fell into a whole nest of them. When they finally found his body, it was a though he'd stood outside in a thunderstorm and gotten fried by lightning. The Shocker lizards inside had protected their territory well."
Tellerin steps back a bit "If we want to inspect what's in that room we'll have to fight it"

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Hskoro speaks to his party members before he moves toward the other door. "I will draw lizard's attention. You use projectiles to attack."
Moving to the other door, Hskoro bangs his warhammer against the shield as he draws the shocker lizard's attention. He hisses at it and inflates his throat to make himself look bigger as he tried to intimidate it.
Move Action: 20' to other door.
Standard Action: Intimidate (Demoralize)
Intimidate (Demoralize)+ 4 being Larger vs DC (10+Target's HD+Target's Wisdom modifier): 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27; Failure means Shaken for 1 round + 1 round for every 5 over DC

GM DevilDoc |

Hskoro decides to enter the room, trying to scare and distract the creature! The creature cowers from the large lizard man, but the lightning running along its back intensifies!
Calephe Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Tellerin Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Dolvin Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Rashid Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Shocker Lizard Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Shock: 1d8 ⇒ 1
Despite its fear, the creature leaps towards Hskoro, emitting an electrical discharge that courses through his body!
DC 12 Reflex for half.. but not pertinent for this
"Bold May Post
Shocker Lizard
Rashid
Hskoro- 1 NL
Calephe
Tellerin
Dolvin

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Hskoro only feeling a slight tingling from the lizard's attack, swings his warhammer down at the shocker lizard. Hoping to bring a quick end to it.
Warhammer: 1d20 + 4 ⇒ (15) + 4 = 19; Damage: 1d8 + 3 ⇒ (6) + 3 = 9

GM DevilDoc |

The lizard sqeals as Hskoro brings down his warhammer on its back!
"Bold May Post
Shocker Lizard- 9 dmg
Rashid
Hskoro- 1 NL
Calephe
Tellerin
Dolvin

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Calephe moves into the room pulling out a chakram as she moves. "It's kind of cute. Too bad we can't keep it." She she throws her Chakrum at the lizard.
Thrown Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

GM DevilDoc |

Calephe lands a masterful throw, her chakram leaving a bloody gash on the creatures flank.
"Bold May Post"
Shocker Lizard- 13 dmg
Rashid
Hskoro- 1 NL
Calephe
Tellerin
Dolvin

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Dolvin moves into the room with his weapon sheathed but shield at the ready. As he passes his bandit brethren he pats him on the shoulder. "Take him out from afar for us will you."
Bit of Luck to you Rashid
I realize I can't standard action while moving but I ended in an adjacent square to Rashid so it was more for flavor's sake

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Tellerin follows after Dolvin into the room and stands to his side to get a clearer shot on the creature.
"Those were a pair of solid strikes... Its tough! I'm glad there's only one of these guys"
Tellerin summons up his own magic and directs a ray of fire towards the lizard.
Ray of flames: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Ray of flames damage: 1d3 ⇒ 2
But it fires way off course, striking the wall a few paces to the side of the creature.

GM DevilDoc |

Dolvin grants Rashid a bit of luck, while Tellerin tries to fry the froggie. Unfortunately, his ray of fire misses the mark. Rashid moves into the room, drawing his bow and preparing to fire.
Shock: 1d8 ⇒ 2
DC 12 Reflex for half
The little lizard emits another shock of lighting at Hskoro, before moving over towards the rest of the group piling in through the doorway.
"Bold May Post"
Shocker Lizard- 13 dmg
Rashid
Hskoro- 1 NL 2/1
Calephe
Tellerin
Dolvin

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Reflex save for half damage (DC 12): 1d20 + 1 ⇒ (4) + 1 = 5
Seeing the lizard it seriously hurt, Hskoro grins as he says, "Wonder if you taste like kobold." Hskoro brings his warhammer down onto the lizard again.
Warhammer: 1d20 + 4 ⇒ (14) + 4 = 18; Damage: 1d8 + 3 ⇒ (8) + 3 = 11

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If the lizard is still alive, Rashid attacks. Else, I examine the room.
Rashid strikes at the lizard with his heavy mace, seeing that it is seriously in trouble..."Ugg, Hskoro - I'll pass on any homecooked meals with you."
Melee Attack (Heavy Mace): 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Bit o' Luck
Melee Attack (Heavy Mace): 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Bit o' Luck
Perception: 1d20 + 4 ⇒ (7) + 4 = 11

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Calephe takes a small step next to Rashid. She pulls out her melee weapons as she does. "Give me a good rabbit stew, and a glass of cider. I'll leave the Kobolds to you."
Scimitar: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Kukri: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Kukri Crit Confirm: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

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"Kabold, Rabbit, doesn't matter much if the broth is good."
Dolvin Smiles as he draws his war hammer and steps in front of Tellerin and takes a swing at the little electric beast.
Warhammer: 1d20 - 1 ⇒ (11) - 1 = 10
Damage: 1d8 - 1 ⇒ (6) - 1 = 5

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"Ugh you two can't be serious! I hear some kobolds are actually pretty smart, as smart as any of us... you're not REALLY thinking of eating them, are you?"
Tellerin circles around to get a clear shot at the shocker lizard and repeats his invocation.
Ray of Flames: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Damage: 1d3 ⇒ 1

GM DevilDoc |

Hskoro smashes the shocker lizard into gooey pulp with one more swing of his hammer, while the rest of the team looks on. Finished with the gory business, Rashid looks around the room, but does not find anything of note. The team opens the door opposite from their entrance to find that they have come full circle around this level. Returning to the stairs, they move upwards once more only to find yet another landing with more stairs climbing into the darkness.

GM DevilDoc |

Calephe can hear nothing from beyond the door. Peering upwards, she sees at least another landing or two.