Eladrian
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nope. I didn't make my second acro check and am now waiting for my turn to slide past
-Posted with Wayfinder
Eladrian
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Ok.. I didn't see that we were all up, so... now I am in the room, yes.
Eladrian does his best to cover and protect his head and eyes as he dives past the last trog and into the room with the rest of the party. He immediately goes to his pack and draws his bow and quiver. "My wand is right there.. Someone start using it!"
Torrag Grimm
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Seeing his allies escape the room, Torrag focuses on his ring, and casts Stone Call again covering the whole room.
Bludgeoning: 2d6 ⇒ (4, 2) = 6, No Save. Area is difficult terrain for next 4 rounds.
I'll draw my axe as a move action, and take a 5' step in the doorway.
Revvy Bitterleaf
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Eladrian actually needs to make an acrobatics check to be able to move through the sleet storm
Torrag summons another rain of stones onto the helpless and distressed troglodtyes most bleeding from multiple wounds
We can play it out if you guys want, but they are no real challenge to you guys, not anymore anyway...the only one who has any sort of hps left is the caster..and he only has a few defensive spells..so I'm willing to let you guys sweep them up and let you claim victory over the poor troglodytes that made a peaceful living here
Eladrian
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Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
That should do it! I am game.. I am not really enthused about mopping up demoralized half dead creatures as long as we met the success conditions. GO TORRAG AND GUNNAR!!!
Ss'alat
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"I think we should carry on and leave them. They were never a threat to us until we accidentally tampered with that Godbox of theirs. I wouldn't get any satisfaction fighting them now that they're helpless."
I'd prefer to leave the Troglodytes, instead of wiping them out. They weren't a threat from the start as Ss'alat sees it. And being reptilian himself, he's more likely to be sympathetic to them anyway.
Novid Sin Eater
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Do they flee the godbox room? Otherwise im fine subdoing them and taking the treasure. Theres no reason to kill them all. And we can see if the box is re-activiated if we remove the doors. The only problem i see with them being alive without the godbox is that they will try to kill us every time we leave. Also do they detect as evil?
Revvy Bitterleaf
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There's no way for you to know this in character, but one of the possible success conditions is kill at least 10 troglodytes..which currently have 1 hp each..so if you decide to kill them I'm considering them dead.
Yeah, they try to flee the godbox room right now (blinded and walking through difficult terrain as they go as they stumble through the sleet storm)
The troglodytes don't detect as evil (or good)
Ss'alat
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Just keeping in character, I don't like the idea of killing any of the Troglodytes. They are reptilian, like Ss'alat, and didn't pose any threat until we accidentally turned off Godbox.
Besides, Ss'alat would want to come back and make them friendly again, instead of having nought but enemies everywhere we turn in the complex. Since he does have the charismata skills to pull it off. With a bit of luck later.
Torrag Grimm
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Do they flee the spire? Torrag wouldn't kill the fleeing troglodytes, but if they look like they're regrouping, he wouldn't wait for them to attack.
Eladrian
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If the trogs are running, that would leave us to go back and scavenge some of the stuff from the godbox, though, right? Eladrian is always looking around for some good stuff..
Ss'alat
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Sounds like the Troglodytes are hoofing it. We could take a few useful things from that room and then remove those door thingies to reactivate Godbox as we leave. That would go a long way to placating the troglodytes behind us, rather than needlessly killing them all.
Eladrian
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Eladrian could go for that. He isn't into randomly killing, but he is not going to say not to free stuff either..
Ss'alat
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"Once we've taken what we need, and have them at a safe distance, take those door things out of Godbox to see if that will turn it back on again. That should calm them down considerably when they come back in, I should think.
"Better be careful when we remove those doors, though, so we aren't close enough to get stuck to it.
Best not to take too much, though. Most of those objects are bric-a-brac anyway. It also won't do us too much good to try and carry too many heavy metal items anyway.
Eladrian
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After the trogs run, Eladrian carefully moves into the room and begins to fill his pack with the most expensive items.
Appraise: 1d20 ⇒ 19
"What we cant use, we can always sell. And I agree Ss'alat, perhaps we should take the doors out when we are done. It will go a long way to making peace with these things for later. We didn't actually kill anyone, and we are putting things back to rights, so they should be manageable on the way out."
Revvy Bitterleaf
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As you wait for the troglodytes to scatter everywhere and leave you alone - as you leave them alone - you take a look around the room and look for a few choice items:
Just listing what is in the room again:
Weapons: Battleaxes (2), daggers (12, including a masterwork cold iron dagger), greatswords (2, including a magical greatsword), heavy mace (1), light maces (3), light hammers (2), short swords (4), starknives (2), throwing axes (3), warhammers (3).
Armor: Chainmail (3, including a suit of magical chainmail), half-plate armor (1), splint mail (1), heavy steel shields (6, including a +1 heavy steel shield), light steel shields (5, including a magical light steel shield).
Other: Crowbars (7), grappling hooks (3), iron holy symbols (2), mirrors (4), pitons (20), thieves’ tools (1 leather pouch containing the tools - also has something magical inside), belt buckles (17), lanterns (6).
And the stuff you tossed in there, so the most valuable things here are the magical items.
Torrag Grimm
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Torrag will look open the tool bag that detected magical.
Using Detect Magic, he'll attempt to identify the object.
Spellcraft or Knowledge Arcana: 1d20 + 11 ⇒ (15) + 11 = 26
And the magical shield
Spellcraft: 1d20 + 11 ⇒ (2) + 11 = 13
Eladrian
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Lets just gather the stuff, put it over by the stairs down, and then we will have to take our armor off again, or risk being stuck to the godbox when we pull the doors out.
Torrag Grimm
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Torrag will watch over the gear while the others remove the doors.
Revvy Bitterleaf
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Torrags pulls a small brooch in the form of a shield from the pouch and identifies it as a brooch of shielding
The shield he's looking at it magical..but that's all he can tell about it.
You pick the items you want to bring with you and move them towards the room you've been told has the way down.
When you get there the room still looks the same.
Except for:
In the northeast corner, a section of the stone floor is cut away
perfectly, revealing a stairway that descends into darkness.
Assuming everyone pitches in here to remove the doors, you need a combined strength of 40 to move one
You pull out one door and it starts to slowly hum again - which gets louder with each removed door, if/when you pull out all doors the metal items you left behind slowly lift into the air and get stuck to the side of the Godbox once more.
Torrag Grimm
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"There are a few rooms we still haven't checked on this level."
Ss'alat
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@ Revvy: Sorry, which room number has the stairs going down? Is it D5, where that blue outline is now?
"I would rather go down those stairs. But, if we do check other rooms before going down, we should be wary of the Troglodytes and not do anything to further antagonize them. And hide or disguise the items we took from Godbox, in case any of them recognize those items."
Revvy Bitterleaf
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@Ss'alat; it's D7, where the white dotted square is with the T..not sure what the blue square was, I moved it to the side of the map.
You quickly search the rest of the rooms while trying to disturb as little as possible, as you move from room to room you sometimes see shadows of fleeing troglodytes before you as the try to keep as much distance between you and them as they can.
D8: This chamber reeks of troglodytes, and is cluttered with knickknacks and trash, including scraps of armor, tattered cloaks, worn-out boots, odd lengths of rope, and more. The walls and ceiling are covered with blue paintings and writing, and embers glow in a simple fire pit.
It looks like someone was working to slice apart some leather armor with some old knives and turn them into strips and then left in a hurry
D9: There’s little light in this group of narrow corridors and alcoves. Bits of bone, discarded tools, crude weapons, and improvised satchels made from scraps lie here and there. The concentrated troglodyte stench is tremendous—this is obviously the creatures’ lair.
Four of the alcoves are currently used as residences, each harboring one to three troglodytes. The other two are empty and unused.
D10: This rectangular room features four holes in the floor, each one foot across, evenly spaced along the northern wall. The air is thick with the stink of troglodytes. Two short passages lead to the dimly lit corridor.
D11:The smell of troglodytes is especially strong in this cluttered room. Various articles—scraps of cloth, strips of leather, and other debris—are neatly sorted and stacked along the chamber’s walls, which are decorated with crude paintings in bright green hues.
D12:These narrow corridors and alcoves are barely illuminated; only a faint green glow emanates from the light-sticks mounted on the walls. Each alcove is filled with untidy debris—troglodyte nests of shredded cloth, storage containers improvised from discarded adventuring gear, and crude weapons. The smell is terrible.
Torrag Grimm
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In D8 and D11, Torrag will look at the paintings and writings.
Linguistics: 1d20 + 11 ⇒ (9) + 11 = 20
In both D10s, Torrag will take a look down the holes.
Revvy Bitterleaf
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D8+D11: The writing and paintings are all about everyday Troglodyte lives, which in this case involve sitting in front of a hexagonal shaped thing and eating a lot
D10: Torrag looks down the holes and immediately regrets doing so:
Most troglodyte lairs are rather untidy in excretory details, but these denizens have been trained to some extent and use this room for such matters. Almost all waste goes into the holes in the floor, which lead down into darkness. No real cleanup of the room is ever performed, so the room slowly becomes fouler and fouler.
Unless someone has anything else they'd like to do, you all go down the "trapdoor" to go further down the Emerald Spire? If so, please post your dayjob roll if you have one in the discussion tab
Revvy Bitterleaf
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Satisfied you've explored everything in the level and ready to give it back to the troglodytes you move to the room with the stairs leading further down.
Immediately below the stone slab sealing the exit stairs lead down to the next level. The stairs reach down until they meet a winding, ramplike passageway that descends 100 feet over a half-mile walk
Within 2 weeks, Godhome is back to normal.
The remaining troglodytes put any removed doors back in place and everything returns to normal..or at least back to what it was before you guys walked in