S.S. G.M. |
Sorry, a 16 Knowedge(Dungeoneering) check wasn't enough to gain any more info.
I'm not sure what the perception check was for but a 12 is enough to notice... not a whole lot.
In case Jerry really is out of town...
Bella's Initiative: 1d20 + 8 ⇒ (13) + 8 = 21
Bella tries to remember stuff about Oozes with a 1d20 + 14 ⇒ (18) + 14 = 32 and remembers:
Additionally:
Additionally, wooden or metal weapons that strikes a gray ooze takes acid damage unless the weapon's wielder succeeds on a DC 20 Reflex save.
Finally, the ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage.
What this means is, remaining grappled with a gray ooze for a full round (or longer) will likely be bad for your wooden/metalic equipment.
Beware the Gray Ooze's acid touch! It can grab hold with a mere touch and once it grabs you it will start to dissolve your armor and weapons. Drav, your Earthbreaker will be able to survive a few rounds but be careful... your Klar has no danger from the acid.
S.S. G.M. |
So, the initiatives are all in,
sorry Jerry but I'm going to 'preempt' Belle's actions based on the assumption that you may be temporarily unavailable.
Bell is up first and believing that her favorite tactics of web, stinking cloud, and acid arrow are all sub-optimal, and knowing that her party's equipment is at risk, she displays uncommon bravery and, instead of casting levitate first she begins a summoning spell (full round action).
- Initiative:
- Belle: casting a spell
- Flynras
- Drav
- Naxolel
- Ooze 1 (the southern one currently in square #10)
- Ooze 2 (the northern one in square #11)
Done
Naxolel |
So where is everyone. I'm in block 4... I'm out of order, but I plan the following, which I might modify based on everyone's final placement or additional penalties to hit:
Surprised, smoking from the blast, dismayed by the appearance of the gray oozes, Naxolel will retrieve from his backpack his last remaining acid flask with the intention of throwing it at ooze 1.
Did I get this correct? Movement action to retrieve the flask and standard action to throw the flask?
Range Touch Attack Against Ooze 1: 1d20 + 5 ⇒ (1) + 5 = 61d6 ⇒ 5
Missed it by THAT much!
Miss Roll: 1d8 ⇒ 3
Based and final position, you tell me where the flask lands... though it'd be awesome if it was on a pile of acid flasks right next to the ooze...
Flynras Sweetwater |
I am not sure where I am right now. I think that I moved back to the pool room. Since I was not in the blast radius, I will assume that I am toward the opposite wall. Belle appears to be right in front of the door, meaning I have to get in front of her or suffer cover penalties. Nax and the island in the room may also be providing cover.
If I need to make a Dungeoneering Check of my own (don't think so, as we have battled them before):
Dungeoneering: 1d20 + 13 ⇒ (13) + 13 = 26
* High enough to report everything plus my own recollections
I go before Nax, and I am going to suggest a change in tactics.
We need to get some room to maneuver and use ranged weapons, lets retreat into the mosaic room and let the oozes come to us!
I will follow that up by moving S 20ft into the middle of the mosaic room, drawing my bow and readying an action to fire at an Ooze if it comes into sight.
Bow Attack: 1d20 + 8 ⇒ (9) + 8 = 17 Dam: 1d3 ⇒ 2
Dravasp "Drav" Jannara |
Sorry, a lot of typos in my previous entry. It was a reminder that my Initiative was 16, and the 'Perception' check of 12 was my knowledge dungeoneering.
Drav remembers the grey ooze effects after Flynras reminds him, he backs away into the next room. (sorry, don't have the map in front of me.)
For his double move action, he'll switch out his klar for his bow.
S.S. G.M. |
Before Naxolel asked for an update.
Naxolel was in square #4 10 feet into the room and 15 feet from Ooze #1.
Flynras was still in the southeast corner of the pool room... he expressed interest in investigating the urn "If he could see inside" (and I ignored that for three reasons. 1) the urn had a lid and 2) he would have had to climb up onto the counter or pull the urn off the counter to even attempt to lift the lid and 3) Naxolel 'preempted' him with the detonation before he could get into the room.
Belle was standing in the southwest corner of the pool room aka the doorway into the alchemy lab and is in the middle of casting a full round cast.
[/b]Drav[/b] was standing in the northwest corner of the pool room.
After Drav's most recent action.
Belle is still standing in teh southwest corner of the pool room casting a full round cast.
Flynras has moved into the starburst room and is now in square 7 of the starburst room (new map sent) with a readied action to shoot an ooze if it comes into view.
Drav removes and 'stows' his Klar (standard action) and backs into the starburst room (move action) while drawing his bow (free action as part of a move), ending up in the center of the room next to Flynras.
Naxolel standing in square #4 in the Alchemy lab, alone and unafraid, digs around in his backpack for his last acid flask and throws it in the direction of Ooze #1. The vial slips from his hand and he ducks as he watches the vial tumble off at a 90 degree angle from his intended target landing in on the counter south of square #9 in the fiery wreckage left by the recently exploded yellow powder. As it lands 10ft away from the target the splash damage does nothing except coat the counter with a nice layer of acid (no in game effect).
If a 5d6 acid explosion and a 5d6 fire explosion didn't 'break' a pile of acid flasks that may have been strategically located, a single 1d6 acid flask isn't likely to do so.
Ooze #1, completely oblivious that it was just "attacked" nevertheless oozes hungrily at the nice juicey smelling living warm blooded creature standing 10 feet away stopping in the square north of #7 (no, it isn't squeezing as you would be because it is amorphous) and snaps out a an acidic pseudopod.
Slam attack: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13
for 10 points of bludgeoning damage and 3 points of acid damage and initiating a grapple with his grab ability:
Grab: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 4 + 1d6 ⇒ (4) + 4 + (5) = 13
However, Naxolel's natural flinch reaction from the pain of the acid was enough to prevent the grapple (and 13 more points of damage!)
Naxolel, please make a DC 20 Reflex save to prevent your Darkleaf armor from taking Acid damage: 1d6 ⇒ 1 damage.
Ooze #2 is also drawn to the nice juicey smelling, living warm blooded creature on the other side of the counter and instinctively avoiding the still smoldering wreckage on the south side of the room double moves toward Naxolel hoping for a meal. It ends up in Alchemy room square #5.
THAT IS THE END OF ROUND #1
I'll follow this post immediately with Belle's action at the top of round #2.
S.S. G.M. |
Belle's summon goes off and in a puff of abyssal brimstone smoke an evil Dretch appears in Square #3, howling with glee at being on the prime plane even for a short time. Belle commands the Demon to briefly wait to attack and casts Haste (affecting the herself and all 4 allies), indicates her summon may now attack and swiftly retreats into the starburst room behind Drav (into Starburst square #15).
Dretch, The dretch gnashes it's teeth briefly at Naxolel while waiting for his maGlances briefly at the elf in square #4 before turning to full attack the ooze.
Claw: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 241d4 + 1 ⇒ (4) + 1 = 5 Hit
Claw: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 61d4 + 1 ⇒ (1) + 1 = 2 Miss (nat 1)
Bite: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 221d4 + 1 ⇒ (3) + 1 = 4 Hit
Hasted Bite: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 71d4 + 1 ⇒ (4) + 1 = 5 Hit
For a total of 14 points of damage to Ooze #1.
Each time the Dretch hits the ooze it is subject to the Ooze's acid but the acid does not overcome the Dretch's acid resistance.
Flynras (hasted) now in Starburst #7 is up, his readied action did not go off.
Drav (hasted) now in Starburst #8 will be after that.
Naxolel (hasted) standing in Alchemy #4 is right before the two oozes.
Ooze #1 (-14 hp) square north of Alchemy #7
Ooze #2 (unwounded) in Alchemy #5
====== reminder of top of round =======
Belle (hasted) in Starburst #15
Dretch (hasted) in Alchemy #3
DONE!
Naxolel |
Thank god oozes can crit fail rolls, too! I'm down to 7 hp after the slam attack... In case I leave before we finish, I have 20 AC due to having made armor up. I have the following spells left: Sanctuary, bless x 2, shield of faith, sun metal, spiritual weapon, burning hands, enlarge person, magic missile. I have 2 channel energies left, 6 hand of the acolyte, and 5 telekinetic fist. Wand of spiritual weapon with 8 charges left.
Reflex Save: 1d20 + 5 ⇒ (3) + 5 = 8
It burns!! Get me the hell out of here! My armor sizzles in the wake of the slam attack...
Ok, according to UE, dark leaf armor has 20 hp per inch of thickness. I'm assuming my armor is an inch thick, leaving 19 hp.
Flynras Sweetwater |
Delay.
If an ooze comes within sight, I will come off of delay. For the time being, I am comfortable allowing the dretch to handle the combat.
Nax, get out of there where we can back you up! Stop being crazy.
I am not really sure Belle has all of these spells to cast. She has already cast Levitate, Summon Monster, and Haste today...
S.S. G.M. |
Ah... I forget the you guys never sleep. OH well.. the magic of GM Fiat strikes again. If what you say is the only thing she's cast today (when did she last cast stinking cloud?) then all is good in the world. Otherwise, the haste probably didn't occur.
Shrug. I do my best, and i'd prefer not to wait "forever" for something to happen.
Naxolel |
I gotta go all. Again, my intent is to go to the south part of the sunburst room. I will probably then burn a second level spell slot to cast cure mod wounds on myself. If the oozes aren't yet in sight, then I'd do it again. If they are in sight, I'd probably cast spiritual weapon using the wand. Good luck! Naxolel would warn everyone to watch whether they slide into the pool. They would probably be near invisible in the pool...
S.S. G.M. |
I'm 'taking over' again.
Drav is going to delay in the hopes of un-delaying and getting off multiple arrow if the oozes come into the room.
[b]Naxolel can't risk getting grappled so withdraws into the sunburst room 45ft of movement gets him to Sunburst #19.
It took me almost an hour but i've 'decided' that your darkleaf lamellar armor started with 40hp, because leather armor's hp is calculated as 5hp per armor class point. and darkleaf has twice the hp of leather. So it has 39 hp left.
Ooze #1 (-14 hp)attacks the dretch (not including the acid damage that can't hurt the dretch and -5 for the Dretch's DR):
Ooze Slam, Dam, Grapple, Dam: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 4 - 5 ⇒ (1) + 4 - 5 = 01d20 + 10 ⇒ (19) + 10 = 291d6 + 4 - 5 ⇒ (4) + 4 - 5 = 3
Hit for no damage which means the grapple effect can't trigger.
Ooze #2 (unharmed) double moves, chasing after the delicious smelling biped (Naxolel), provoking an AoO from the Dretch, and entering the Sunburst room.
Dretch AoO: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 131d4 + 1 ⇒ (4) + 1 = 5
Dretch full attacks Ooze #1:
Claw: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 81d4 + 1 ⇒ (1) + 1 = 2 Hit
Claw: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 191d4 + 1 ⇒ (4) + 1 = 5 Hit
Bite: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 111d4 + 1 ⇒ (3) + 1 = 4 Hit
Hasted Bite: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 241d4 + 1 ⇒ (4) + 1 = 5 Hit
for a total of 16 points of damage and then 5 ft steps back toward the door into Alchemy Lab #1.
Flynras and Drav you're up... you can both come out of delay and full attack Ooze #2 (-5hp) who is now in Sunburst #1.
Done.
S.S. G.M. |
Drav gets his third attack.
Naxolel is going to heal.
Ooze 1 is going to attack the Dretch (ya'll aren't in the room so i'm not going to report it to you).
Ooze 2 (assuming Drav doesn't crit with his hasted attack is going to move up (to Starburst #3) and attack Drav.
Dretch is going to attack Ooze 1 and 5ft step (ya'll will hear the growling and stuff but i'm not going to report it).
Belle will probably delay because ... well not much to do.
Flynras and Drav you may as well consider posting again out of order. It's going to take me probably an hour to adjudicate the top half of this post and i'm going to be unable to even look at it for the next 5+ hours. FYI the oozes have 50hp so Drav's next 4 arrows will definitely kill it, and the following round (unless the dretch rolls really well) Drav/Flynras will be easily able to kill Ooze#1.
If you want to roll some dice and stuff feel free. Consider this fight "done" and (I'll post the results tonight.) please start thinking about what you want to do next.
Are you resting or continuing on to one (or both) of the two unexplored rooms? Once you defeat the Oozes, you can finish "exploring" the Alchemy lab and without Craft Alchemy you find nothing of value beyond the magic items you've already acquired. There "might be" acid/alchemist fire but there isn't.
Inirissa's empathic complaints are getting less and less urgent...
S.S. G.M. |
Drav (39hp) in Starburst #8 fires off his hasted attack bringing Ooze#2 to -38 points.
Naxolel (7hp) standing in Starburst #15 casts Cure Moderate Wounds: 2d8 + 4 ⇒ (8, 6) + 4 = 18 on himself coming up to 25hp.
Ooze#1 (-30hp) attacks the Dretch (full) - Ooze1 Slam: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (3) + 4 = 71d20 + 10 ⇒ (14) + 10 = 241d6 + 4 ⇒ (1) + 4 = 5 and misses.
Ooze#2 (-31hp) moves 5ft to square Starburst #3 and attacks Drav:
Ooze2 Slam/Dam/Grab/Dam: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 4 + 1d6 ⇒ (4) + 4 + (4) = 121d20 + 10 ⇒ (16) + 10 = 261d6 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7
Scoring a threat! But doesn't confirm:
Confirm: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 4 ⇒ (6) + 4 = 10
However it hits for 10 after DR and successfully grabs, and constricts for an additional 5 after DR for a total of 15 damage to Drav after DR. Drav is now grappled... and he needs to make a reflex save to prevent damage to his armor, and if he remains grappled for an entire round, bad things can happen.
Dretch (full) full attacks Ooze#1 (-31hp):
Claw: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 131d4 + 1 ⇒ (4) + 1 = 5 Hit
Claw: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 101d4 + 1 ⇒ (3) + 1 = 4 Hit
Bite: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 201d4 + 1 ⇒ (2) + 1 = 3 Hit
Hasted Bite: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 61d4 + 1 ⇒ (2) + 1 = 3 Miss
Brings Ooze#1 to -43 and 5ft steps back into the pool room (sw corner).
Belle (full) in Starburst #15 draws Silverfang as a free action while moving up to Starburst #5 and stabs Ooze#2 (-31).
Belle's stab: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 2 ⇒ (3) + 2 = 5
Bringing it to -36.
====================
Flynras (unharmed/hasted) in #13 is up next, in Starburst #13.
Drav (grappled with only 24 HP/hasted) in #8 next
Naxolel (25hp/hasted) in #19
Ooze#1 (-43hp) in square north of #7 in Alchemy Lab
Ooze#2 (-36hp) in #3
Dretch (unharmed/hasted) in SW of Pool room
Belle (unharmed/hasted) in #4
I'm still confident it's "over" but there it is... it's Flynras's turn.
DONE.
Flynras Sweetwater |
I actually thought the battle was over, which was why I didn't post any combat rolls.
Very little chance that I'll be able to kill off #2, but I have to try to help Drav. I'm expecting a -4 Melee penalty, which may be offset by the AC penalty for being grappled. I'll let Brighten handle that.
Bow: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 Dam: 1d4 ⇒ 1
Bow (Haste): 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 Dam: 1d4 ⇒ 4
I'll follow that up with another 5ft step back.
S.S. G.M. |
Sorry! I never expected Drav to get grappled, and one full attack from Drav was going to kill this ooze. But the dice wanted to prove me wrong.
Flynras does 5 damage to Ooze#2 (now with -41 points of damage).
Drav You failed on the reflex save so your armor takes some Acid damage: 1d6 ⇒ 4.
Next, Grappling is IMHO arguably THE MOST complicated aspect of Pathfinder. You have far more options in a grapple than just attempting a strength check.
Raging to increase your chance to escape was tactically a very sound idea. Suddenly you have a Gore attack available (in addition to increasing your CMB for a potential escape attempt). So instead of, merely, breaking out of the grapple instead you epically Gore the ooze (twice if necessary because you are Hasted).
Using your "crappy" roll of a 6 is enough to hit with a Raging Gore attack and your minimum damage is 17... way more than enough to kill the ooze in an explosion of rage-fueled fiendish might! Hazzah!
NOW I really do call the combat.
Nax can cast mending a few times and repair all the acid damage that occurred to any of the armors.
DONE
S.S. G.M. |
Chuckle. Under just about all other circumstances I applaud your willingness to cut arrows out of dead bodies, gather the pieces of arrow shaft and mend them. However, in this case, against a gray ooze that does acid damage to everything that isn't stone that hits it, the arrows that hit the ooze were destroyed/dissolved outright and there is nothing to mend.
Naxolel |
Oh well, it was a thought... I just know it's going to be awhile before we'll be able to buy more children's sized arrows. I'm I correct, you cast 1 cure mod wounds on my behalf (And I healed 19 hp since I heal 2d8+5 since I'm a level 5 cleric)? Is that all you cast? If so, let's finish these rooms after I channel energy once and than cast cure light wounds to finish up the damage on Drav...
Naxolel |
Surveying the burns covering his and Drav's exposed skin, Naxolel shakes his head curtly and begins chanting...
Channel Energy: 3d6 ⇒ (6, 1, 6) = 13 I feel GREAT! Ah, but my barbarian friend needs more healing. Nethys will tend to your wounds!
Cure Light Wounds x 4: 1d8 + 5 + 1d8 + 5 + 1d8 + 5 + 1d8 + 5 ⇒ (2) + 5 + (5) + 5 + (4) + 5 + (2) + 5 = 33 hp of divine healing to Drav
Whew! That really took the gas out of me. Friends, I have only two more prayers of healing left. But I still have some arcane spells. I'm sure that should be enough to clear the last two rooms so we can rest in safety. Let's do this!
S.S. G.M. |
Woo! Now you all die! (j/k..... sorta)
Correct me if i'm wrong. I believe everyone is 'hanging out' in the starburst room while Flynras scouts.
Flynras sneaks back into the pool room and studies the northern door for traps. He detects no traps. He also hears, smells, sees nothing untoward about the northern door so he goes ahead and cracks it open, peeking inside.
Upon opening the door (no, it's not locked) you see:
Six stone platforms (like stone tables) draped with white sheets stand in this room, with manacles affixed to the four corners of each. What appears to be a metallic bookstand stands at the foot of each platform--one of these stands still holds a large leather tome. The walls are painted a soft, soothing blue.
No obvious enemies.
Because I'm 'awesome' that way.
You can search the other door (the east door), you won't find any traps. You can peek inside if you like and see the following:
The center of this domed chamber is dominated by a complex design painted on the floor in doezens of colors, which is oddly unsettling. Broken furniture and other debris is scattered across the room and a faint acidit odor tickles the nostrils, while an overturned bookstand with a large black tome sitting near it is near the far wall.
No obvious enemies.
DONE.
Flynras Sweetwater |
I had already checked for traps before we went into the alchemy lab
I'm guessing the tome in the north room is the brown square on the map.
I am going to get my potion of invisibility out of my pack. I'll place it in my belt pouch/belt/pocket if allowed or hold it if not allowed.
I will quietly return to the party and have one of the spellcasters case Message if they have it prepared. If they don't Oh Well...
Do any of the tables appear to have anything under the sheets?
If not, I will move to space #3 and pull back the sheet on the SW table.
Still sneaking Stealth: 1d20 + 20 ⇒ (5) + 20 = 25
Naxolel |
Sorry, I don't have message prepared. Might I suggest I cast spdetect magic in the room first? perhaps the stone platforms or floor design serve some magical or religious purpose? It recalls to mind the starburst mosaic... Also, if there was an alchemy lab perhaps one of these is some sort of magic library (bookshelves)? I definitely want to see those books, too.
S.S. G.M. |
I thought you had checked for traps on all three doors long ago but then you did it again... so I went with it.
Yes, the tome in the north room is the brown square. The book in the east room is the small black rectangle.
There is very clearly nothing under any of the sheets (well, if there was it would have to be very thin and flat... are no bumps.)
You can put your potion in either your pocket or your belt pouch.
Pulling back the sheet reveals an empty stone table.
Naxolel, there are no bookshelves. Merely bookstands, 6 in the north room, one of which has a book (brown square) and one in the east room that has been knocked over with a black tome on the floor nearby.
Flynras Sweetwater |
The perception check was just in case there was something to find inside of the North room
I will continue pulling sheets off of the tables to make sure there are no symbols, writing, etc. under the sheets.
Working my way close to the bookstand, I will check it for traps.
Perception (lenses,traps): 1d20 + 13 + 5 + 3 ⇒ (9) + 13 + 5 + 3 = 30
If there are no traps, I will pick up the book and bring it back to the party.
Naxolel |
Naxolel slowly eases up to the room with the stone slabs and casts detect magic across the room, making special note of how the stone slabs, manacles, and bookcase register. If he doesn't detect potential danger, he'll step up to the book stand and take the book. If he detects a potential magic threat, he'll relay the news to the others and hold position.
S.S. G.M. |
Nothing under any of the sheets, no traps detectable. You swipe the book and bring it to Naxolel who has followed you and is studying the room with his detect magic finding nothing in the room other than the all-pervasive preservation magic. The book itself doesn't radiate magic (other than the preservations magic) but there are three sources of magic within the book which you will eventually figure out is three arcane scrolls.
The book is titled Dreams and Desires and will give a +2 bonus on Knowledge (Arcane) checks concerning Dreams or Enchantment (if referenced before the spellcraft check is made, taking time).
With a read magic you can automatically identify a scroll. With just detect magic it's a Spellcraft of 20+spell level for each scroll.
Done
S.S. G.M. |
As an aside, am I correct in my assumption that Drav and Belle are hanging out in the Starburst room in square 8 and square 4 respectively? Or did they go back to one of the comfy bedrooms?
I'm assuming that Nax is currently standing in the doorway of the north room (aka the northwest corner of the pool room)... and that Flynras exited the room and is now in the pool room also. (I'll assume in the northeast corner.)
S.S. G.M. |
Copy... until you posted that you had Read Magic I would have assumed I was supposed to know that you cast read magic.
My reaction was that your post contained only that action. No reaction to the fact that Naxolel is the only character that currently knows what the three scrolls were. I don't intend to assume you share that knowledge with Belle unless you say you do. I assume, that eventually, you will 'dispose' of the scrolls, either in your backpack, Drav's backpack, or give them to Belle to hold. I anticipate there may eventually be a conversation with Belle, at least and potentially the other characters, about how useful (or useless) you think the scrolls/spells might be.
Flynras Sweetwater |
Nax, this next room is worrying me. I took a peek inside and there is debris and overturned furniture everywhere.
There is a strange spell and a symbol drawn on the floor that I don't like.
To me, it seems like a summoning gone wrong. Who knows, the summoned monster might still be hanging around.
Additionally, that scroll you identified "Symbol of Sleep" makes me nervous. What if that symbol on the floor is such a Symbol and puts us all to sleep while letting a monster out of containment?
I actually posted the same thing earlier today, before I saw the pause message, then deleted it. Obviously, there has been quite a bit of meta-gaming going on, but I have been nervous about this room since you said the symbol made me uneasy and that there was an acrid smell