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Mae watches, slightly out of breath from the climb, as Durun carefully opens the door from the side and the spear is rocketed through the doorway and out into the field.
"Are you ok Durun? I'd have been dead for sure if I was the one to open that. Good thinking. As far as traps, my interests have never taken me in that direction. I've spent most of my time learning the healing arts."
With that, Lady Mae looks around to the rest of the crew.

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Celegon shakes his head with eyes open wide with shock. He quits concentrating on Detect Magic. "If it had been a magical trap I could have sensed something, but I would have had no idea that was there."

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Mae follows the group inside looking around the room while covering her mouth with her hand and stifling a cough. "Its so dusty in here, these are the sorts of places I've heard can hold undead people!"
Mae looks around the room, hoping she doesn't see any 'undead people'. Perception: 1d20 + 4 ⇒ (9) + 4 = 13

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Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
Durun quietly approaches the next door, moving about the room as silently as a mouse and points a finger to his lips as he passes by Mae. He hopes she understands his verbal gestures and then approaches the next door. He takes his time at this door and thoroughly checks it for traps and then listens intently to the other side.
Take 20 on Perception to check for traps and listen into the next room. Hopefully I don't get a spear into my ear! lol

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Mae is a bit startled to see Durun sneak past her as she never heard a sound. She recovers her wits enough to nod slowly and begin watching where she steps. stealth: 1d20 + 2 ⇒ (20) + 2 = 22

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Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
After hearing the whispering he quietly makes his way back towards the rest of the group, motioning to Mae for her to follow him. Once back with the rest of the group he informs them what he heard in a whisper. "There is someone on the outside of that door. They are whispering, but I do not know the language. How should we proceed? Do we go through that door now? Or should we check this other room first?" He points at the other, unchecked door to the northwest.

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Mae nods her head slowly at Durun and creeps close behind him back to the rest of the group. After listening to his whispered questions she thinks for a few seconds then responds: "If the room we just came from is dust filled and unused then maybe whoever was whispering came through that door?" She says, pointing to the door to the NE.
I think that makes sense doesn't it? I hope they don't think I'm a complete rube.

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Celegon whispers back, "I've actually memorized a few speeches in a couple of different languages and have picked up a few tidbits. Perhaps I can make out what they're saying." Celegon tries to quietly go up to the door and see if he can make out anything from the whispers, if they continue.
Stealth: 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Celegon is fluent in Common, Elven, Draconic, and Goblin.

GM NotEspi |

... sh shhh shhh shhhh! The javelin trap was set off not long ago. Whatever did it has to go through here, remember? Now shush and get ready!
Are you even listening to what I am saying? We should head up and inform others! I have no idea what triggered the trap. It might have been an oversized cat!
I am your superior and you will sit here and wait until whatever is in the other room comes in so we can kill it. Didn't eat for a while now.
You may be my superior in rank, but you are still an idiot!
The exchange carries on as at least two creatures continue to hiss insults at each other.

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Celegon slinks back to the others and quietly whispers, "There appears to be at least 2 creatures speaking Draconic on the other side waiting for us. They indicated that there are others upstairs. Perhaps kobolds, but I really don't know. However," he pauses for effect, "they appear to be wanting to eat whatever comes through next. But I believe we can overwhelm them. Let's ready up and pop the door open."

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Zahira nods sharply, and eagerly takes her place beside the door.
readied attack with pata: 1d20 + 3 ⇒ (8) + 3 = 11 +2 if somebody gets in a flanking position with me
damage: 1d6 + 2 ⇒ (5) + 2 = 7

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"Well I don't know what a 'kobold' is but I know I don't want to get eaten. I'll be back here out of your way. Don't be afraid to holler if you need help if I don't notice you."
With that Mae redraws her dagger and adjusts her armor. I don't want to get eaten...

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Durun's eyebrows rise when Celegon mentions that the creatures he overheard talking want to eat them. "Then let us get into position and deal with this threat. Zahira, Juron, and Kiddir position on either side of the door. Mae and I will stay back and attack at ranged. Celegon, not quite sure where you fit in during a fight, but feel free to slide in wherever you feel most comfortable. One of you open the door and we will try to draw them into our room. We can attack them as they come through the door! Let's make this happen."
Unless anyone has any concerns about that... I'm going to go ahead and move icons into the next room so we can keep things moving. Feel free to move your icon into a different position, this is just what I felt would make the most sense for each PC. And if you'd prefer me not to do that again, just say so and I won't take offense!

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"Allrright, if you're sure we won't get eaten." She says stammering a bit with nervousness. She grips her dagger.

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Celegon nods his head and then steps backwards with the others while drawing his bow. "I'll open the door with a spell so everyone can have their hands on their weapons." He then begins casting again focusing on the door ahead.
Celegon casts Open/Close to open the door ahead once everyone is in position.

GM NotEspi |

Celegon magically opens the door into the other room. Racks for weapons line the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. A horrible stench fills the room as well, akin to the smell of rotten eggs mixed with the reek of an open sewer.
Everyone roll a Fortitude save for me, please. DC is 13, otherwise you are sickened for 10 turns.
The two creatures in the room are no doubt the source of the smell. As the door opens, they both stop talking and awkwardly stare at you in silence, javelins in hand.
Opposition: 1d20 - 1 ⇒ (6) - 1 = 5
Celegon: 1d20 + 6 ⇒ (9) + 6 = 15
Durun: 1d20 + 3 ⇒ (19) + 3 = 22
Jorun: 1d20 - 2 ⇒ (10) - 2 = 8
Kiddir: 1d20 + 4 ⇒ (7) + 4 = 11
Mae: 1d20 + 2 ⇒ (11) + 2 = 13
Zahira: 1d20 + 3 ⇒ (1) + 3 = 4
Turn 1 - Go if bolded
Durun
Celegon
Mae
Kiddir
Jorun
Things
Zahira
No surprise round, you both knew of each other.

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Fort Save: 1d20 + 1 ⇒ (13) + 1 = 14
Mae covers her mouth with her hand and quickly takes a step closer to the wall and casts Bless on the party. "What a horrid smell! May your weapons strike true and quickly to dispatch this terrible smell!"
Edit: Was going to roll a knowledge but then noticed I couldn't see them from where I was, not that a 9 would do much likely.

GM NotEspi |

Speaking of which...
These are troglodytes - feral, savage cave dwellers. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld
If you beat the DC by 5 shoot a question about them in my direction.
Turn 1 - Go if bolded
Durun
Celegon
Mae - Bless
Kiddir
Jorun
Things
Zahira

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Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Trip: 1d20 + 9 ⇒ (1) + 9 = 10 To the red one... Ohh!
Kiddir rushes forward, silently and intently, and only the gleaming, furious eyes show you that he is very angry. It is seen that the stench of the place did not cause him appreciable harm, but still the eyes are watering because of the stench and this affects the accuracy of his shot.
Controlled Rage, DEX: AC 20 T 16 FF 14 , Ref +6

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Fort: 1d20 - 1 ⇒ (7) - 1 = 6
Celegon gasps at the stench as he releases his arrow... then quickly covers his mouth as he nearly gags.
Longbow-Point Blank Shot: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Attacks above do not include the -2 penalty for sickened.

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Fort DC 13: 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge: Local: 1d20 + 6 ⇒ (11) + 6 = 17 Do they have any resistances to cold?
Durun gags and chokes on the horrible stench that suddenly wafts into the room. He spots the creatures and recognizes them as troglodytes. His curses under his breath when Kiddir suddenly rushes into the room. 'So much for my plan of waiting. Ignorant fool...' He then follows partially into the room and begins gathering frozen energy from the elemental planes. Unfortunately the stench of the room is so overwhelming that his blast shoots over the shoulder of the nearby troglodyte as he gags once more.
Cold Blast Attack: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8
Cold Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

GM NotEspi |

The party unleashes a rain of blows, arrows, and pure elemental energy at the creatures, but their thick skin remains unscathed.
Turn 1 - Go if bolded
Durun - miss
Celegon - miss
Mae - Bless
Kiddir - failed trip
Jorun
Things - TBD
Zahira

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Jorun hasn't posted since Thursday, I won't hold things up for her.

GM NotEspi |

Fair enough.
Jorund sits back and waits for an opportunity to strike true. (Delay)
The troglodytes both make a 5 foot step and attempt to impale Kiddir with their javelins.
Javelin, Flanking, Blue: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 191d6 + 1 ⇒ (1) + 1 = 2
Javelin, Flanking, Red: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 111d6 + 1 ⇒ (2) + 1 = 3
While one of the troglodytes almost hits, the bloodrager dodges one and his chainshirt prevents the other from piercing his skin.
Turn 1+2 - Go if bolded
Durun
Celegon
Mae
Kiddir
Jorun - Delay in first turn
Trogs - missed flank
Zahira

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Mae moves up 10' and peers into the room to see Kiddir alone and surrounded. "They're going to eat him! Jorun, Zahira, aren't you going in to help him?" Mae watches things unfold with baited breath... while still covering her nose.
Move action: Move 10 feet
Standard Action: Ready a selective channel if someone goes down.

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Cold Blast vs. Touch AC: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 Soooooo close!
Cold Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Durun sees Kiddir getting flanked and rushes into the room with the man. Once inside, he sends another ray of freezing cold energy streaking into the closest troglodyte (Blue)!
Move Action - Move into Position. Standard Action - Kinetic Blast on Blue.

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He contemptuously squints, hearing the words that he now will be eaten.
With a slight pirouette he gets out of the danger zone and then using the pendulum effect from his rotation tries to strike one of the "lizards".
Trip CM on RED: 1d20 + 9 ⇒ (1) + 9 = 10
"Damn! Pathetic creatures..."
Second time in a row - a natural one! It is a success!

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Celegon gags audibly as the waves of stench flow in from the other room. He runs into the other room to help flank one of the disgusting creatures and draws out his rapier. "Don't worry, Mae, we'll keep him safe."
Move action - Move into flanking position, Move action - draw rapier.

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Fortitude save: 1d20 + 3 ⇒ (12) + 3 = 15 +1 if their stench counts as a poison...not that it matters.
pata vs red: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Zahira manages to hold her breath in time, moving into the room with a dancer's grace and making an accurate, if light, swipe at the further monster.

GM NotEspi |

Durun and Zahira manage to land their blows and the scalykind seem to growl in pain a bit. It does not discourage them, and they attempt to do the same thing. Both of them do a rapid movement to complicate Kiddir's defenses.
Javelin, Flanking, Red: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 81d6 + 1 ⇒ (6) + 1 = 7
Javelin, Flanking, Blue: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 161d6 + 1 ⇒ (6) + 1 = 7
Again, they fail to strike him. Kiddir's endurance in battle will surely be legendary in the years to come.
Turn 2+3 - Go if bolded
Durun - Blast hits
Celegon - Draw steel
Mae - Ready
Kiddir - Something with knees
Jorun - Delay again
Trogs - missed flank
Zahira - Pata hits
Go if you are bolded. I left actions from your last turn there.
Blue -6
Red -3

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Acrobatics to avoid attack of opportunity: 1d20 + 2 ⇒ (18) + 2 = 20
"FOUR can play at that game!"
pata, flank: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d6 + 2 ⇒ (3) + 2 = 5

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Durun lets out a low whistle at Kiddir's combat prowess before sending another ray of freezing energy streaking towards the same troglodyte in hopes of bringing the foul creature down!
Cold Blast: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Cold Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Standard Action - Kinetic blast vs. Blue.

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Celegon darts around and behind the foul creature, then thrusts his rapier towards its scaly neck.
Attacking the blue trog
Rapier: 1d20 + 1 ⇒ (10) + 1 = 11
damage: 1d6 - 1 ⇒ (6) - 1 = 5

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Mae briefly loses sight of Zahira so she moves into the room next to Durun to keep track of everyone. She then keeps her dagger at the ready in case one of the lizards gets too close to her and Durun.
"This is so exciting! Be careful everyone!
Don't forget to be adding the +1 to hit from Bless.
Move: Moved 15 feet.
Standard: Readied attack with dagger.

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Don't forget to be adding the +1 to hit from Bless.
Thanks for catching that; make my above roll a '13,' then.

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Good call, that gives Celegon a 12 on his attack against the blue one.
Yeah, I hate it when bad rolls seem to come all at once. Maybe that means your luck will turn later and you'll get 3 natural 20's!

GM NotEspi |

Flanking, Javelin, Red: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 131d6 + 1 ⇒ (3) + 1 = 4
Flanking, Javelin, Blue: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 91d6 + 1 ⇒ (1) + 1 = 2
The troglodytes do not take a no for an answer. In their stubbornness, they go for the same maneuver.
Geez, this fight.
Zahira and Durun land their attacks again. The troglodytes start to be a bit worn out.
Turn 3+4 - Go if bolded
Durun - Blast hits
Celegon - Miss
Mae - Ready action
Kiddir - Being durable, but not trippy
Jorun - Delay again
Trogs - missed flank
Zahira - Flank - pata hits
Blue -10
Red -8

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Round 4
Durun continues to blast away at the same troglodyte (Blue) in hopes to bring the creature down! "Die you foul creature!"
Cold Blast: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Cold Damage: 1d6 + 3 ⇒ (1) + 3 = 4
LOL. Kiddir keeps rolling 1's on his attacks while I roll 1s on my damage.

GM NotEspi |

Both scalies collapse to the floor, spent.
Being able to focus on stuff other than humanoid lizard-like creatures, you take a look around. Racks for weapons line the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. A horrible stench fills the room as well, akin to the smell of rotten eggs mixed with the reek of an open sewer.

GM NotEspi |

Both of the above-mentioned items are of masterwork quality, and might be valuable to certain buyers.
Whoever made the above check:

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Knowledge: Local: 1d20 + 6 ⇒ (5) + 6 = 11
Durun looks about the room at all the arms and armor around the room; however, the terrible stench keeps him from fully appreciating potential grandeur. He does quickly look to see if there are any suits of light armor that might provide better protection that what he may currently wear...
Any Chain shirts or something along those lines?