
Imendri Hears-the-Old-Ones |

Imendri speaks steadily, but quietly. "All you may be can go up de stairs, and get ready for him to come frough de door and 'play' wif de fings what stinks. I fink I could get him to be train to not get too close wif people, like a game. Eet's nowt a bad fing, dis fing. Dis Shock Litsard or somefing. I like him!"
Trying to keep the lizard's attention, trying to really get the playful identification here, as it seems to be sorta like Imendri - and if I can keep this little dude around until I hit level two, I'm gonna cry and scream like a child if I don't get to have him as my Druid Animal Companion :P
Handle Animal: 1d20 + 3 ⇒ (18) + 3 = 21

GM Axolotl |

The lizard looks up and growls a bit.
Wild animals must be reared from infancy to be trained, and this one would not be a legal Animal Companion as it is a Magical Beast.

Imendri Hears-the-Old-Ones |

Psshhhhhhhh.
Well, if Imendri can tell that this thing is actually feral and not going to be cool, I have a plan of action. If I can coax the thing into being a feral, but cooperative temporary ally and then free him, that's the path I'm sorta on right now anyhow. Thoughts, GM?

GM Axolotl |

I wouldn't suggest it...:)
Many have attempted to capture and tame shocker lizards, but this often proves a difficult and painful task.
You don't have the ability to handle it, and it would consume too much of your day. Training them is a full time duty, and best left to something that can continually charm animals and/or is immune to electricity.

Imendri Hears-the-Old-Ones |

So damn close. 3/4 of a level away. Animal Empathy and energy resistance. Sigh.
With that final growl, a look of sadness, then panic, then fury passes over Imendri's face, and he screams as he brings down his sword upon the lizard's neck.
"Dis fing is going to shock again! I see de fing for what eet's true! Watch out!"
Attack (surprise?): 1d20 + 3 ⇒ (7) + 3 = 10

GM Axolotl |

Imendri's strike goes wide of the beast. The lizard hisses at Imendri, and shocks him again.
Shock: 1d8 ⇒ 5 DC12 Reflex to save.
It then scurries to the wall and on up the wall, glaring down with accusing beady eyes from the shadowy and wet dripping corner of the ceiling.

Auric Angelesblood |

"STEADY YOURSELF, IMENDRI!"
intimidate, kinda: 1d20 + 5 ⇒ (10) + 5 = 15
"There are fouler beasts to come, I am certain. The more time we waste, the shorter our lives grow. Leave this cur be."
Not that he gives a toss about the shock dog, but he also doesn't want his muscle man singed to a crisp.

Imendri Hears-the-Old-Ones |

"De beest ownly has hate! You haff to see eets ice! Ownly can shock, no peece! No loff!"
Reflex save: 1d20 + 1 ⇒ (2) + 1 = 3
"Come out off de room, need to lock dis fing in here. Eet's a fing off de enemies. Dat's how it got here. Eet's a trap for us to find."
Intimidate (scare the lizard!): 1d20 + 3 ⇒ (1) + 3 = 4

GM Axolotl |

was that a real Intimidate roll? If so I need a save from Imendri.
The lizard is unimpressed by Imendri's attempts to frighten and cajole it. It continues to clutch at the ceiling, hissing and sending electrical jolts that continue down the dripping wall and into the puddles on the floor.

Imendri Hears-the-Old-Ones |

Imendri closes the door and looks at it for a second, listening.
Satisfied, he turns around and looks victorious. "Sow, off to slay de stink fings. Keep ice open for traps. Dey is terrible fings."
Imendri ascends the stairs and keeps his eyes open and sharp in the gloom of the tower.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

GM Axolotl |

You come to the door of the third level. No sound issues from within. Silent as a tomb. The stairway continues upward.
Imendri, calmer now that he is away from the terrible, horrible, malevolent shocker lizard, notes that the steps of the young troglodyte do not stop at this door, although the door has been used in the past (recent past, not like hundreds of years ago, dur).

Imendri Hears-the-Old-Ones |

Imendri puts his hand up and halts until the party has caught up. ...before blindly charging in and getting stabbed in the gut by a javelin or some other pointy thing, lol. But really though, he's keeping his eyes open ಠ_ಠ

GM Axolotl |

Do you try the 3rd level door? Oh, and I'll give you one more thing for your baller perception: the door isn't trapped.

Andrea Leftwood |

Andrea gets up real close behind the three, holding her bow at the ready.
"I have a bad feeling about this for some reason."
Andrea surveys the stairwell herself, just double checking the floor for anything out of the ordinary.
Survival:Track: 1d20 + 6 ⇒ (19) + 6 = 25
Not that I don't trust Imendri's check at all, but so many feelings...

Imendri Hears-the-Old-Ones |

lol.
"Ehmm, hm. Eet's eh locked door. Onless som off yuu haff a key, or a way to open, may be we haff to go up first."
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Imendri begins to scale the stairs to the next level, searching for traps as he goes.

Imendri Hears-the-Old-Ones |

Looking over his shoulder, he sees the wiry Ranger throw herself at the door, and chuckles.
"Som times eet's hard, even for me. I can giff it a try dough."
Squaring off against the fearsome door, Imendri leans back, arm tucked against his ribs, shoulder pointed at the door, and gives it a slam.
Strength check: 1d20 + 2 ⇒ (13) + 2 = 15

GM Axolotl |

The door deftly rebounds first Andrea, then Imendri, almost as if it is a sturdy, locked, wooden door.

Imendri Hears-the-Old-Ones |

Would be awesome if one of us had a crowbar. Using my sword sounds like a bad idea.
Waiting for the next time Andrea preps to push, Imendri winds up and steps back to kick the door in.
Strength check: 1d20 + 2 ⇒ (12) + 2 = 14
Y'know, that'll do to synergize. She's got as much muscle as I do, so if she happens to roll high, this just adds some to her roll.

Imendri Hears-the-Old-Ones |

"Hokay, dis is silly. We haff to can open dis. Now I fink eet's my pride, not my sholter, dat hurts. All togever, same time. En... to... TRE!"
I'll try being primary right now and taking synergy from the others. If it works like other synergies, then I think they just need to hit DC 10 and it adds 2 to my roll? Also, I rage for 1 round.
Strength check: 1d20 + 4 ⇒ (19) + 4 = 23

GM Axolotl |

With a wood splintering crunch, the door finally gives way. Who needs a key in the Fallen Fortress? Not these heroes!
Map in a few. +1000 Door XP points! Ok, actually +0.

GM Axolotl |

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.
Disconcertingly, the burnt corpses of two troglodytes lie on the floor in the center of the room.

Andrea Leftwood |

*whispers* "Yikes. After you, gentle sirs."
Andrea keeps behind the Venerable Order of the Smashed Portal right in the doorway, her bow at the ready, eyballing the altar.
Knowledge:Religion: 1d20 - 1 ⇒ (20) - 1 = 19
There's no way I thought I'd make even that low check.
"You know what? I've seen this before. This is for wackos who love magic and the mad god, Nethys. I found one of these in a cave in the woods once and crept up on these two lads who were licking a book. Nutters. That's what all the scribblies are, they love their words."

Imendri Hears-the-Old-Ones |

The big lug lumbers gently into the center of the room and scans for anything out of the ordinary, moving things aside with sword first, then hand.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
These polar rolls are hilarious. I'm either below 5 or above 15, haha