| GM DevilDoc |
Despite Cyclics divine aid, the party is having a hard time fighting through the stench emanating from these foul creatures. Admittedly, it is hard to swing a sword while pinching your nose!
The remaining troglodyte continues to press against the group, swinging once more at Aerian. This time, the club resounds off of his skull with a sickening thunk and dropping him to the floor. After Aerian falls, the troglodyte takes a step, sliding between Argor and Ajax and heading towards the door.
1d3 ⇒ 1
Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Bold May Post
Black Sun
Reptile People
~Blue- 8 dmg
Ajax- Sickened x8
Cyclic
Aerian- 10 dmg (-1 HP, needs stabilization)
Jundu- Sickened x8
Argor
Active Effects: Bless
Black Sun
|
Black Sun remembers the admonitions of her former caretakers: You may be mad, but you're smart. Don't just repeat what failed the first time! THINK!
That in mind, this time she tries to think ahead....
damage: 1d6 + 4 ⇒ (6) + 4 = 10
Aerian
|
con ck dc 10: 1d20 - 1 ⇒ (10) - 1 = 9
| GM DevilDoc |
With one last mighty blow, Argor lays low the last troglodyte. It doesn't even see the blow coming, nor does it feel the rough scrape of the stone flagstones as he swiftly travels the dark tunnel into death.
Aerian continues to bleed out as the echoes of combat fade throughout the room.
It takes almost another minute before Jundu and Ajax are able to get a hold of their rebellious stomachs, but eventually the nausea subsides.
Jundu
|
When he feels a bit better, Jundu tries to recover his spent ammunition. "I'm not sure why I bother. I think these are bent or something."
I think I missed twice in here.
recovery high is good: 2d100 ⇒ (74, 71) = 145
Then he starts rifling through the troglodytes' gear.
perception+careful teamwork: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Aerian
|
Aerian wakes up groggily and unsteadily gets to his feet... "thanks... don't suppose you could use this on me please... I need another little jolt like the last one." Aerian hands his cure light wand to Argor.
Cyclic
|
"I'm glad everyone is OK. This place is a bit dangerous, isn't it?"
| GM DevilDoc |
Jundu moves over to loot the enemy while Argor takes care of the fallen Aerian. After a couple of taps with a wand, Aerian is back on his feet. Jundu on the other hand finds one javelin on each of the creature, but nothing else of any interest.
Any further examination of the room, or let me know which door we are going through!
Cyclic
|
Jundu has detect magic and I'm guessing he casts it. Cyclic will search the room, lightly sifting through any loose rubble with her spear.
When all is said and done we will take the door on the left. What is our prize?
| GM DevilDoc |
Cyclic: When searching a room, could you please give me a perception check?
Cyclic browses through the room, where she finds that the majority of the remaining war pieces in the room have fallen away to rot and rust over the years. She does find a silver dagger and a light steel shield in the mix that seems to have survived the ravages of time fairly well though. In addition, there remains a single banner depicting a bird made of living flame remains on the wall and seems to be mostly intact.
Jundu casts a spell to detect any hidden magical items, but comes up with nothing.
DC 20 Appraise or DC 20 K. Local for more info about the items.
Cyclic opens the door to the left for the party to see within. 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. In the middle of the room sits a small lizard. It sits still, peering at you as you approach.
DC 12 K. Arcana to identify the lizard
Cyclic
|
appraise: 1d20 + 1 ⇒ (6) + 1 = 7
"Well, not sure what any of this stuff is, but I expect the society will be interested in it for historical purposes."
After opening the door...
Doesn't look like any lizard I've ever seen. Wonder if it is a magical beast.
Waiting on more identification rolls before I dive in.
Jundu
|
knowledge (local): 1d20 + 5 ⇒ (19) + 5 = 24
"Let me take a look at those items you found. I might know something about them."
When they see the lizard, Jundu stops short, waiting to see if the others wish to attack it.
| GM DevilDoc |
As the party hesitates, unsure of this new creature, it takes a few hesitant steps towards where you are clustered in the door.
Cyclic
|
We need a knowledge arcana roll to identify the lizard.
Cyclic says, just in case in understands, "Please advance no further. I don't wish for there to be any misunderstandings."
Aerian
|
know arcane: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (2) = 17 special attacks?
| GM DevilDoc |
Aerian
|
"Um... friends... that's what's known as a shocker lizard... they can attack anyone near them with lightning... I advise not getting too close."
Jundu
|
"Of course! It's the symbol of the Band of the Phoenix. Likely quite valuable back in Absalom."
Jundu doesn't like the looks of the shocker lizard and follows Argor to the other door.
| GM DevilDoc |
The companions move back, closing the door to the curious lizard. Moving to the other side of the armory, you open this door to reveal an octagonal room covered in a fine layer of dust. It’s clearly been abandoned for a long time. Another door lies opposite of your entrance.
| GM DevilDoc |
From the doorway, Argor notices the tracks and calls them out to the party.
Please make sure your tokens on the map are placed appropriately!
Cyclic
|
Token updated
"Since we just eliminated some Troglodytes, perhaps this leads to their nest. I guess its too much to hope that there are no more of them."
| GM DevilDoc |
Revision history of the maps show Argor as being the first to move into the room...
As Argor cautiously leads the way into the room, he feels a flagstone shift under his boot with a soft "click". Suddenly, a javelin sprouts out of his shoulder after having been launched from a cunningly hidden hole in the wall.
Trap: 1d20 + 15 ⇒ (15) + 15 = 30
dmg: 1d6 + 2 ⇒ (4) + 2 = 6
6 points of damage, but it is not poisoned or anything!
The rest of the team quickly clusters around him, making sure he is ok.
Cyclic
|
"Hmmm. The trogs were a bit smarter than we gave them credit for. Do you have a wand for cure spells? If not, I can cast a cure light wounds on you."
Jundu
|
"Oh no! Thank goodness it was only just the one javelin. We must be on our guard." He looks around this room for anything else of interest.
perception: 1d20 + 6 ⇒ (3) + 6 = 9
| GM DevilDoc |
Jundu sees nothing as he peers worriedly about the room while Argor removes the javelin and heals himself. Once they are sure that Argor is mended, the team opens the next door to reveal a half level open to the air. From this vantage, you can almost see Absalom off in the distance! The remains of this level look strong enough to support your weight, and a door beacons from across the room.
Cyclic
|
"I don't suppose any of you happen to have a summon spell they could use to test the floor with something man-sized or at least gnome sized? Argor, you're a druid. Any of the animals you summon large?"
| GM DevilDoc |
Don't waste any tracked resources on that.. the floor will hold. I couldn't in good conscience allow you to waste something that may make the difference later!
Looking across at the other door, the party thinks about the quatrefoil floorplan that they noticed from the ground outside and again on the first floor. You are relatively sure that the door across from you should lead right back to the room with the odd little lizard.
Cyclic
|
"Unless we want to take on the lizard I expect we will want to use the stairs and go on to the next floor."
Putting actions to words she leads the way and starts mounting the stairs in the inner section tot he next level, if there is one, or down if not.
Aerian
|
"Up sounds like a good plan. Let's do it." Aerian replies, following Cyclic
| GM DevilDoc |
The team moves back to hte stairway and ascends another level. It is much the same as the level below, until the door is forced open. Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.
Two humanoid skeletons turn as the door opens, their mouths open in eternal screams of damnation. The flagstones under their feet glow with reflected heat from the eternal flames cloaking each skeleton.
Ajax Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Aerian Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Black Sun Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Cyclic Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Jundu Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Skelies Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Bold May Post
Aerian
Ajax
Cyclic
Argor
Skellies
~Red
~Blue
Jundu
Black Sun
Cyclic
|
Cyclic opens with her traditional casting of bless.
"Unnatural abominations. Destroy them."
She seems a bit over the top in her passionate plea. Her furiously pumping legs only carries her to the other side of the door before she casts her spell, though it's obvious that she wants desperately to tear into these things.
Aerian
|
Aerian seems reluctant to approach these things... but steps forward with his wand of cure light wounds and tries to touch one of the skeletons.
touch attack: 1d20 ⇒ 13
umd: 1d20 + 6 ⇒ (15) + 6 = 21
clw on skeleton: 1d8 + 1 ⇒ (5) + 1 = 6
| GM DevilDoc |
Well.. That went a lot faster than I have seen it go in the past! Aerian, I have moved you to reflect your post.
Argor moves in, quickly and efficiently smashing the skull of one of the skeletons, winking out its cloaking flames. Cyclic casts a spell of Blessing upon the group, while Aerian darts out of the stairway and into the southern room, zapping the other skeleton with a burst from a wand of healing!
As the skeletons crumple to the ground, they begin to smoke before emitting one last burst of fire, burning everything around them!
Fire damage: 1d6 ⇒ 4
Argor and Aerian, DC 11 reflex to take half
Please refer to my last post for room description and spoiler.
Aerian
|
reflex dc 11: 1d20 + 4 ⇒ (13) + 4 = 17
Aerian
|
"Thank you, that was too kind... I did have my own wand though... for next time, I guess... "
| GM DevilDoc |
Anyone going to look about or try the spoiler? Or are we going to continue upwards?
Cyclic
|
Cyclic, indeed, looks around. The undead nest might extend onward and she wouldn't miss any chance to destroy undead. And there is the puzzle of the two alters to figure out.
Perception: 1d20 + 3 ⇒ (12) + 3 = 15