
Locke Vernariah |

LOL, Leclotonts message is in OOC, though I think it would be excellent if it were IC. Either post that in discussion, or just post it IC.
"We all look like bandits now, the white masked bandits! Shall we charge after them or deal with them once we have cleared this and the other room. If the layout is roughly the same as the first floor there should only be one room left to see if there are any threats."

Ardamir |

Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Ardamir steps in, looking around, listening to the footsteps to see where they might be leading. "I would much rather find these trogs than to wait for them to come and stab us in the back. Who is with me!"

Locke Vernariah |

"After them then Ardamir, we have your back", Locke puts away his healer's kit and pulls out his blade.

Hemmings Halfshanks |

Know local: 1d20 + 5 ⇒ (3) + 5 = 8
Appraise: 1d20 + 5 ⇒ (7) + 5 = 12
Hemmings looks at the junk cursorily. "I already got a silver dagger, but if no one else wants..." He'll take if no one else does.
Once he nicks it or hands it someone else, he'll follow the fellas upstairs.
"Could still use a dose o' that healin' sometime eh boys?"
Still at 6/14 HP

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"Well if that's where you guys want to go then I'll be right behind you making sure you don't miss anything."
Lecloront will folllow them in their trog chasing, while checking for something odd or unusual along the way.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Ardamir |

"Alright then, off we go!" Ardamir bursts through the door and begins to rush up the stairs, greastsword ready for when they meet the trogs again.
"Up, up, up, up the stairs we go. And then we come to the tunnel..."

Ardamir |

And such was the tale of Ardamir, the bumbling Paladin.

Ardamir |

Oh, sorry about that!
Ardamir pauses at the next level to listen for any footsteps, to hear if they are still going up or not.
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Survival: 1d20 + 1 ⇒ (12) + 1 = 13
If Ardamir hears nothing (which I imagine he will not) then he continues up the staircase.

Ardamir |

Ardamir hurries up the stairs, pausing at the next level to listen again!
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Survival: 1d20 + 1 ⇒ (12) + 1 = 13

Ardamir |

Good question...
Ardamir pauses to listen for a second, trying to figure out where the door was that closed.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Survival: 1d20 + 1 ⇒ (17) + 1 = 18

GM Wolf |

You don't see any traps Lecloront, just a door some extra space on this level to walk around the staircase, you can also go up at least another level.
Ardamir you hear strange mumbled voices on the other side of the door. You look down and can see reptiallian medium sized footprints that lead into the door.

Ardamir |

Ardamir grabs the door handle, "Ok, I'm going to swing the door open and step out of the way for your rock Vuvu. On 3. Ready, 1... 2..."
Ardamir pushes (or pulls, depending) the door open and steps back 5ft. "3!"

Ardamir |

Crap.
Not wasting any time, Ardamir throws his whole strength behind the door, pushing on it with his shoulder.
Strength Check: 1d20 + 4 ⇒ (7) + 4 = 11
And again.
Strength Check: 1d20 + 4 ⇒ (17) + 4 = 21
And again.
Strength Check: 1d20 + 4 ⇒ (3) + 4 = 7
And just in case...
Strength Check: 1d20 + 4 ⇒ (12) + 4 = 16
Until the door opens. At the point that the door opens, Ardamir does not want to fall.
Acrobatics Check: 1d20 - 1 ⇒ (13) - 1 = 12
Of course, if the door is unable to be opened then Ardamir will probably not actually hit the door that many times. But we'll just see what happens.

Hemmings Halfshanks |

Hemmings, staying behind the door slamming, will have his bow drawn and ready in case something stinky is behind the door. I also have my new silver dagger tucked into my belt, as no one else claimed it.
He sniffs the air testing for the familiar nauseating scent.
The nose knows: 1d20 + 7 ⇒ (5) + 7 = 12

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Since Lecloront took the lead, he will be positioned on top of the staircase but to the point that he can still get a clear shot on the door. Bows drawn and arrows ready to fly!
"Perhaps you need to say open sesame?" says Lecloront with a somewhat excited tone for whatever is in there, could be from the adrenaline rush that he got as he lives by the thrill of the hunt.

GM Wolf |

Sorry Guys I made a post and it got eaten is one of my bigger ones basically initiative and other things.
Ardamir's strength checks push the door open a little, then a lot, and finally it slams open Ardamir doesn't fall due to his acrobatics check. Then he sees himself facing five Trogs.
Hemmings you do smell that normal smell, taking off the linen, then quickly putting it back on.
Initiatives everyone! Feel free to post your first round actions when you post your initiative Ardamir will be in the middle of the two groups so knowing that you may want to use a readied action to shoot once he is clear.
1d20 + 1 ⇒ (9) + 1 = 10 trog 1 1d20 + 3 ⇒ (9) + 3 = 12 javelin throw, 1d6 + 3 ⇒ (1) + 3 = 4 damage
1d20 + 1 ⇒ (4) + 1 = 5trog 21d20 + 3 ⇒ (14) + 3 = 17 javelin throw, 1d6 + 3 ⇒ (5) + 3 = 8 damage
1d20 + 1 ⇒ (13) + 1 = 14trog 3 1d20 + 3 ⇒ (10) + 3 = 13 javelin throw, 1d6 + 3 ⇒ (5) + 3 = 8 damage
1d20 + 1 ⇒ (17) + 1 = 18trog 4 1d20 + 3 ⇒ (14) + 3 = 17 javelin throw, 1d6 + 3 ⇒ (5) + 3 = 8 damage
1d20 + 1 ⇒ (18) + 1 = 19 trog 5 1d20 + 3 ⇒ (4) + 3 = 7 javelin throw, 1d6 + 3 ⇒ (3) + 3 = 6 damage
No surprise round, straight into round 1, Trogs actions should be clear.
if you go into the room, Fortitude save DC or nauseated until you save one save per round.

Hemmings Halfshanks |

Round 1
Hemmings readies his bow to fire at any target that presents in clear LOS after Ardamir steps out of the way.
Bow: 1d20 + 5 ⇒ (2) + 5 = 7
But his hurried shot sails harmlessly over the heads of the trogs.

GM Wolf |

Thank you Lecloront you may choose which ever initiative is better, though with readied actions that.
1d20 + 3 ⇒ (5) + 3 = 8 Hemming’s Initiative Check
1d20 + 3 ⇒ (1) + 3 = 4 Lecloront’s Initiative Check
1d20 + 2 ⇒ (6) + 2 = 8 Vuvu’s Initiative Check
1d20 + 1 ⇒ (20) + 1 = 21 Ardamir’s Initiative Check
1d20 + 1 ⇒ (12) + 1 = 13 Locke’s Initiative Check
1d20 + 2 ⇒ (3) + 2 = 5 Freddy’s Initiative Check
*Round 1*
21 Ardamir
16 Trog 3,4,5
13 Locke
10 Trog 1
9 Lecloront*
8 Hemmings*
8 Vuvu
5 Freddy
4 Trog 2

Hemmings Halfshanks |

I shrank us to tile size and arranged in a semblance of order. Don't have any trog tokens to add yet, so Wolf can add them later. Ardamir had 20HP so still up, for now, I think. 5 of them vs 6 of us.

Hemmings Halfshanks |

It is as you requested, great one. I think we are just waiting on freddy and Locke before moving on.
Round 2
Hemmings will launch again at nearest clear trog target. then step back so one of the clerics can heal the meat shield.
shoot: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 1d4 ⇒ 2

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"Can you hold them Ardamir? Try backing up to the door and let it act as a choke for them so not all can attack you or us at once, Hemmings do you think you and Ardamir can flank at the door opening so we can fight them one by one?"

Ardamir |

Sorry, the weekend was a blur and today things changed at work so this is the only chance I'll have to post until the evening with the possibility for a lunchtime post. Sorry guys.
Ardamir holds himself up against the wall, breathing heavily from a mix of the heaving and the injuries. "I'm... sorry... that... didn't... work.*huff*" He decides to leave any decisions to the rest of the group, figuring a Paladin who could barely stay alive was no longer the best to try and lead.

Hemmings Halfshanks |

"Well, we gotta break down tha' door, or go back ta the stairs." Hemmings says. "I'm not the one to knock down anythin' so one of you big fellas is goin' to hafta give it a go."