
GM Helaman |

You open the door and are greeted by an ungodly stench.
Fort Saves
Flinders + 0 1d20 + 2 ⇒ (7) + 2 = 9
Jorin + 4 1d20 + 2 ⇒ (16) + 2 = 18
Coor + 2 1d20 + 2 ⇒ (4) + 2 = 6
Raul + 2 1d20 + 2 ⇒ (1) + 2 = 3
Haddassah +2 1d20 + 3 ⇒ (19) + 3 = 22
Flinders, Coor and Raul are sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Tell me who is through the door first as those in the room have a prepared/held action.
-Initatives-
Flinders + 2 1d20 + 2 ⇒ (19) + 2 = 21
Jorin + 2 1d20 + 2 ⇒ (8) + 2 = 10
Coor + 2 1d20 + 2 ⇒ (6) + 2 = 8
Raul + 2 1d20 + 2 ⇒ (18) + 2 = 20
Haddassah +3 1d20 + 3 ⇒ (8) + 3 = 11
Map link - http://sdrv.ms/V4gcNI
Tell me where you are and we can get the fun under way.

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Unfortunately the guy in front (me) is almost last in on initiative. I am standing on H4 when the door is flipped open. btw, does it open away from us or toward us?
How are the trogs equiped? One is marked with an asterisk. Does he look any different.
I don't know if you folks want to hold initiative for me or not. IF no one has moved by initiative count 10, Jorin will move to G5 and attack one of them. If other people have already moved into the room, that may change.

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Hadassah spurs her mount, attempting to move from I3 into position inside the room E7 Ride: Guide with Knees, DC 5: 1d20 + 0 ⇒ (9) + 0 = 9. Once in position, she casts defensively Concentration: DC 16: 1d20 + 5 ⇒ (16) + 5 = 21 Burning Hands at the beasts T1* and T2 Damage: 1d4 ⇒ 4, directing the cone away from her companions.
Reflex for half, DC = (10+1+5) = 16

GM Helaman |

Unfortunately the guy in front (me) is almost last in on initiative. I am standing on H4 when the door is flipped open. btw, does it open away from us or toward us?
How are the trogs equiped? One is marked with an asterisk. Does he look any different.
Opens into the room. Trogs have javelins that they are throwing and clubs. The asterisk is the wounded one from earlier

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It is just an immediate action. I will sacrifice as many actions to swift actions as possible to burn re-saves if possible. Regardless, I will use the two I can immediately use in a round (1 for this rounds swift action, one immediate action to eat next rounds swift action)

GM Helaman |

Flinders misses.
The Trogs ALL throw Javelins at Raul as soon as he clears the door.
T1 1d20 + 1 ⇒ (19) + 1 = 20 Damage 1d6 ⇒ 6
T2 1d20 + 1 ⇒ (3) + 1 = 4 Damage 1d6 ⇒ 4
T3 1d20 + 1 ⇒ (2) + 1 = 3 Damage 1d6 ⇒ 6
T4 1d20 + 1 ⇒ (16) + 1 = 17 Damage 1d6 ⇒ 6
I believe this moves their initiatives to that of Raul.. Raul, I think this drops you. I've left you just inside the room with two javelins in you
Hadassah you leaving F6 to E7 triggers an AoO from both T1 and T2.
T1 1d20 - 3 ⇒ (14) - 3 = 11 Damage 1d4 ⇒ 1
T2 1d20 - 3 ⇒ (19) - 3 = 16 Damage 1d4 ⇒ 3
Your Spell then goes off... scorching the both of them.
Saves
T1 1d20 ⇒ 16
T2 1d20 ⇒ 3
Both are still standing.
Jorin?

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One of the spears directed at Hadassah flies wide, while the other skitters across her armor before falling to the floor.
Having seen what she believes is their worst, Hadassah again casts Burning Hands with a malicious twinkle in her eye. Damage: 1d4 ⇒ 3
DC 16 Reflex for half.
If T1 rolls a natural 15 or higher on his AoO, Hadassah will use her Misfortune ability on T1. Else, Hadassah will use her Misfortune ability on T1 if it rolls over a 10 on his reflex save. Likewise, Hadassah will use Misfortune on T2 if it should roll over a 10 on his reflex save.

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After Jorin's action
Flinder's steps into the doorway, humming a sad little ditty. He bends down and touches Raul, a white, healing energy flowing from Flin's hand.
Casts CLW on Raul.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

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Sorry my home computer is down. So I have to sneak a few minutes on my work PC when I can manage. If I am holding things up, feel free to move me.
Hmm. Hadassah is protecting him from the south side. So that leaves...
Jorin moves to G3 to protect Raul. Then strikes at T3.
horsechopper attack: 1d20 + 6 ⇒ (11) + 6 = 17 if hit damage: 1d10 + 4 ⇒ (6) + 4 = 10

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After Jorin's action
Flinder's steps into the doorway, humming a sad little ditty. He bends down and touches Raul, a white, healing energy flowing from Flin's hand.
Casts CLW on Raul.
[dice=CLW]1d8+1
Flin should act first at 21. After the CLW, does Raul get to act before creatures?

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I just went down last round, so I *should* still have "true strike" active, right? I'll let you add the +20 if so.
Raul stands and, though barely conscious, swings with all the fury he can summon.
5-foot step to F3, attack T4
Greatsword (Ferocious/Destructive/Power Atk): 1d20 + 3 ⇒ (11) + 3 = 14, Damage: 2d6 + 4 + 3 + 1 + 1 ⇒ (4, 4) + 4 + 3 + 1 + 1 = 17

GM Helaman |

The creature designated as T3, being dead, means that his friend is there to take Rauls blow - but soon has company in the spirit world.
Rauls blade seems to flash with Holy fire and complete carves his target in crude halves.
The two creatures in the southern half of the room attack Hadassah after readying their clubs.
T11d20 + 2 ⇒ (19) + 2 = 21 Damage 1d6 ⇒ 3
Confirmation
T11d20 + 2 ⇒ (20) + 2 = 22 Damage 1d6 ⇒ 5
T2 (after stepping in)1d20 + 2 ⇒ (4) + 2 = 6 Damage 1d6 ⇒ 4

GM Helaman |

Hadassah again casts Burning Hands with a malicious twinkle in her eye. Damage = 3
used your previous post and as he had already failed the save and was gonna die, no point in using the misfortune
T1 Save 1d20 ⇒ 4... and goes down in flames.
T2 Save 1d20 ⇒ 14 screams in pain as fire washes over himJust a lonely looking T2 left.

GM Helaman |

The magic missile is enough to take the creature down.
Crude bunks line the walls of this room, which is filled with the
nauseating stench of the creatures you have been fighting. There are 8 bunks here.
Each of the creatures have a pouch of silver coins on them and you count about 30 coin in all.
There are doors to the North West and to the South West.

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Hadassah directs her wand at herself, 1d8 + 1 ⇒ (2) + 1 = 3, and then at herself again 1d8 + 1 ⇒ (5) + 1 = 6, before turning her attention to Raul, 1d8 + 1 ⇒ (4) + 1 = 5, 1d8 + 1 ⇒ (8) + 1 = 9.
Once she is done healing the wounded, she casts Detect magic and helps inspect the room and bodies. Perception: 1d20 + 7 ⇒ (13) + 7 = 20

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Nice work folks, but man these things stink. I'll watch while you check things out.
Jorin kicks the stinking body out of the way then moves to F4 from which he can somewhat guard all 3 doors while the others heal and search.

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I believe that from the view outside we thought there was one more floor above this one.
Ok, north door it is. Let's set up like last time. Since we are not as cramped for space, I will take a step back so I'm not blocking the doorway. Once were in place, Flinders can check the door.
Once everyone is in position, Raul, try not to get pincushioned this time.