Lecloront
|
Round 2
"Another one like earlier huh, this might be their leader, I'm afraid it has to be put down." Another arrow flies again from Lecloront's bow.
Point Blank Shot: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
| GM Wolf |
The trogs tough hide knocks off the rock, though the arrow cuts deeply.
1d100 ⇒ 45 high is good
***Round 3***
21 Locke*
19 Trog*
11 Freddy*
8 Vuvu
7 Ardamir*
5 Lecloront
4 Hemming
Locke continues to attack the figure in the darkness.
high is good, miss chance, 1d100 ⇒ 20
1d20 + 4 ⇒ (18) + 4 = 22 scimitar 1d6 + 1 ⇒ (6) + 1 = 7 Locke misses his attack due to the darkness.
Fort DC 15 or are nauseated once in the room or within 10 feet of the Trog. Remember the +2 for the guaze over your face.
The Trog with the big club of stone takes a swing at Locke again.
1d20 + 6 ⇒ (1) + 6 = 7 attacks Locke misses. high is good, miss chance, 1d100 ⇒ 2
| Hemmings Halfshanks |
Round 3
Fort Save DC 15: 1d20 + 3 ⇒ (10) + 3 = 13
Hemmings is still gagging and retching and unable to do much. He does stagger back away from the old Trog, hoping that distance helps the stench.
| GM Wolf |
Lecloront's arrow goes wide of the mark, though Vuvu thinks his rock made solid contact.
***Round 4***
21 Locke*
19 Trog*
11 Freddy*
8 Vuvu
7 Ardamir*
5 Lecloront
4 Hemming
Locke continues to attack the figure in the darkness.
high is good, miss chance, 1d100 ⇒ 69
1d20 + 4 ⇒ (5) + 4 = 9 scimitar 1d6 + 1 ⇒ (1) + 1 = 2 Locke misses his attack, it is very wide.
Fort DC 15 or are nauseated once in the room or within 10 feet of the Trog. Remember the +2 for the gauze over your face.
The Trog with the big club of stone takes a swing at Locke again.
1d20 + 6 ⇒ (14) + 6 = 20 attack, high is good - miss chance, 1d100 ⇒ 88
The great stone club smashes down on Locke dazzling him with 2d6 + 9 ⇒ (6, 2) + 9 = 17 damage.
Ardamir fortitude save 1d20 + 7 ⇒ (7) + 7 = 14 Continues retching from the horrible smell.
Freddy fortitude save 1d20 + 6 ⇒ (13) + 6 = 19 Recovers this round.
| Hemmings Halfshanks |
would've made the save if I'd remembered the gauze bonus. Will start to act in this round instead.
Round 4
Hemmings recovers from the smell and moves to flank the smelly trog. He stabs at it with his silvery dagger.
stab: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
dmg: 1d4 - 1 ⇒ (2) - 1 = 1
sneak dmg: 1d6 ⇒ 3
| GM Wolf |
*****Round 5*****
21 Locke*
19 Trog*
11 Freddy*
8 Vuvu
7 Ardamir*
5 Lecloront
4 Hemming
Locke takes a full retreat action to get out of the fight.
Fort DC 15 or are nauseated once in the room or within 10 feet of the Trog. Remember the +2 for the gauze over your face. As long as you are 10 feet close to the Trog you need to make a fort save every round, until you save twice in a row.
The Trog with the big club of stone takes a swing at Hemmings.
1d20 + 6 ⇒ (17) + 6 = 23 attack, high is good - miss chance, 1d100 ⇒ 58
The great stone club smashes down on Hemmings with 2d6 + 9 ⇒ (2, 6) + 9 = 17 damage. Hemmings drops under the power of the blow! The Trog cackles at you, "Come to your deathses!"
Ardamir fortitude save 1d20 + 7 ⇒ (20) + 7 = 27Recovers this round.
Freddy fortitude save 1d20 + 6 ⇒ (14) + 6 = 20 Stays good and no more saves, Yay!
1d20 + 3 ⇒ (5) + 3 = 8 scimitar 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10 damage and extra fire damage, miss chance 1d100 ⇒ 43 Even after all that he still misses. :(
| Hemmings Halfshanks |
Damn...ok so let's say that first save was really round 3 (which it was) then I'll roll Round 4 now and see if I am ok when the hammer drops on my head. If this is too much retconning, then just take what you will.
Round 3
Hemmings thanks the gauze covering as he begins to regain control of his stomach.
Round 4
But the proximity of the smelly old trog makes the poor halfling's belly flip again.
Fort Save w/Gauze: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Swallowing his gorge he moves into the flanking position carrying his silver dagger. He looks for the right opening and strikes at the big trog.
Dagger: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Sneak Damage: 1d6 ⇒ 6
OK, that's a better result anyway...
Round 5
Hemmings takes a smashing blow from the Trog and falls to the ground stunned and bleeding.
DC 10 Constitution check: 1d20 + 2 - 3 ⇒ (4) + 2 - 3 = 3
HP: -4 and counting
| GM Wolf |
Both the arrow and rock hit the mark.
1d100 ⇒ 5
*****Round 6*****
21 Locke*
19 Trog*
11 Freddy*
8 Vuvu
7 Ardamir*
5 Lecloront
4 Hemmings
Locke comes right back into the fight, though he goes to Hemmings, and casts cure moderate wounds, the curative magic flows freely from Locke's hands as he prays, though the magic seems to heal him and flow into his wounds as it does Hemmings, 2d8 + 7 ⇒ (6, 4) + 7 = 17.
Fort DC 15 or are nauseated once in the room or within 10 feet of the Trog. Remember the +2 for the gauze over your face. As long as you are 10 feet close to the Trog you need to make a fort save every round, until you save twice in a row.
The Trog with the big club of stone takes a swing at Ardamir.
1d20 + 6 ⇒ (4) + 6 = 10 attack, high is good - miss chance, 1d100 ⇒ 94
The great stone club smashes down on the ground next to Ardamir, smashing the ground with 2d6 + 9 ⇒ (6, 2) + 9 = 17 damage. The Trog continues to cackle at you saying, "Blood, blood, blood!"
Ardamir fortitude save 1d20 + 7 ⇒ (11) + 7 = 18 Recovers this round fully.
Ardamir brings his greatsword forward and attempts to slay the beast!
1d20 + 7 ⇒ (7) + 7 = 14 greatsword 2d6 + 6 ⇒ (2, 2) + 6 = 10 damage. He misses his true mark and just takes off some scales.
Freddy attacks with his scimitar...
1d20 + 3 ⇒ (17) + 3 = 20 scimitar 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 damage and extra fire damage, miss chance 1d100 ⇒ 98 With a mighty blow the creture drops to the ground, "Look who's laughing now!" He spits upon the foul creature.
| Hemmings Halfshanks |
Hemmings slowly rises after recieving the healing from Locke. He feels the bump on his head and moans. "This room is foul. I sure hope somethin' in here is worth it." He looks around once the darkness disperses to see what else might be in the room.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
| Locke Vernariah |
After a few minutes Locke comes back. It looks like he has more gauze around his face. "Sorry I needed to get some fresh air. So we will check out this room, though shall we go down and rest back at the tree or check out the third, fifth, or higher floors?"
Locke gets over to Freddy, "Yes a bit more healing would be nice, thank you. I wish to hold off my last channels for any other battles that could be in the near future."
| Hemmings Halfshanks |
"Keys here! One second!" Hemmings says. He goes first to the chest and examines the instruments and then looks over the chest for traps. IF none, he will attempt to use the keys to open it, if they fail, he will try to pick the lock when it appears trap free.
Perception Traps: 1d20 + 8 ⇒ (14) + 8 = 22
Disable Device Traps, if necessary: 1d20 + 6 ⇒ (16) + 6 = 22
Disable Device to unlock if key fails: 1d20 + 6 ⇒ (16) + 6 = 22
Consistent at least...
| GM Wolf |
Luckily for you there are no traps.
leather armor, a masterwork buckler, a masterwork
rapier, a shortbow with 15 arrows, a scroll of cure moderate
wounds, a scroll of invisibility, a wayfinder (a sort of magical
compass that shines with light on command and grants
a +2 circumstance bonus on Survival checks to avoid
becoming lost; see page 50 of Pathfinder Chronicles: Seekers
of Secrets), and a climber’s kit.
A few knives, pokers, and other metal implements lie atop a
rusty iron box nearby.
| Hemmings Halfshanks |
"Well, well, looks like we hit the big-time here. Too bad none of it'll fit a good-lookin' fella like me. Perhaps when we find this missing Pathfinder, one o' you big lugs, can carry this down to the pack mule for us?"
If no one wants any now, Hemmings will just lock it back up and then try key in the door.
Lecloront
|
"I see, well I think it would be safe to assume there's going to be another creature guarding that floor. Might want to leave all those things inside that chest, only taking what you need. Let's get ready."
Lecloront will fill his quiver with arrows.
| GM Wolf |
Hemmings tries the different keys, one of them works. Lecloront with his bow ready with an arrow drawn back. Vuvu with a rock in his hand. Ardamir with greatsword ready. Freddy and Locke both have their scimitars ready as well. Hemmings opens the door... Nothing springs out, it is actually a small room with a humaonid in it, there are manacles secured to the man's hands and the wall.
"Ah, not again." he says and curls up tighter into fetal position.
Lecloront
|
Lecloront will stay at the door and guard it while Vuvu finishes up the healing.
"We did encountered some, but I'm afraid we don't know their exact numbers so for now, let's all think that they're reorganizing somewhere. We should hurry."
| Locke Vernariah |
Ardamir and Freddy, go to the other door to keep a look out.
Locke sheathes his sword and puts his shield on his backpack. He then enters the room and assists Vuvu with healing, he also will take the primary caretaker role if Vuvu is wants him to do such. 1d20 + 12 ⇒ (12) + 12 = 24 Heal Check.
| Hemmings Halfshanks |
Hemmings will try the keys to see if any unlock the manacles.
"Well, well looks like this is yer lucky day. We were sent to rescue you by yer Capn' Drake and it looks like that's just what we did. Reckon that's yer gear out there in that chest eh? We'll get you suited back up in a jiffy an' head back to town to claim our re-ward."
Hemmings can't help grinning from ear to ear as he says all this.
| Hemmings Halfshanks |
"Reckon we oughta check in with Drake since we found the prize?" Hemmings asks the others. "Not sure I know how ta use that spying stone thin' anyway.."
"I'm fer gettin' you back ta safety and claimin' the reward. Who cares if some smelly ol' trogs live here?"