GM DevilDoc |
Turan inspects the door, and finds it unlocked and partially open. Opening it, you see that 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.
When combat was joined, I forgot about the Troglodyte Stench which required a fort save. We can play that off as being in open air. As for the room, anyone stepping into the room must make a DC 13 Fort save.
Fauxish |
Turan inspects the door, and finds it unlocked and partially open. Opening it, you see that 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.
When combat was joined, I forgot about the Troglodyte Stench which required a fort save. We can play that off as being in open air. As for the room, anyone stepping into the room must make a DC 13 Fort save.
They do have some control over it as well. Earlier versions of the game state:
When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive.
The PFSRD, doesn't have this exact line of text but one could assume it given the document's origin.
Nikolai Vancaskerkin |
Fort: 1d20 + 4 ⇒ (9) + 4 = 13
Nikolai hacks and coughs as the fouled air strikes his lungs and burns his eyes, and though he retches, he manages to keep control of his stomach. "Ugh, that's the worst thing I've ever smelled - and I've smelled the rotvats in Ankar-Te. I'll take a look in the room, see if there's any of those weapons or standards are worth salvaging."
Untrained Appraisal: 1d20 ⇒ 5
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Fauxish |
Fortitude save: 1d20 + 3 ⇒ (16) + 3 = 19
perception (looks as well): 1d20 + 2 ⇒ (9) + 2 = 11 Well, not nearly as well.
Fauxish picks up the lizard. Her look is sends the message: Did you need one of these?
Isobel the Nymph |
Isobel plugs her nose as they enter the room and tries to take small breaths with her mouth. Even so, her eyes water.
She looks around at the racks of weapons, clearly not very interested in them.
fort save: 1d20 + 2 ⇒ (18) + 2 = 20
perception aid: 1d20 + 2 ⇒ (8) + 2 = 10
Xasay Xyu |
Fortitude save: 1d20 ⇒ 10
Xasay begins clutching at his chest and neck, gasping, wheezing, and gagging.
Appraise: 1d20 + 3 ⇒ (16) + 3 = 19
It doesn't stop his ever-keen and curious mind from a reasonable appreciation of the room's less toxic contents, though.
GM DevilDoc |
GM DevilDoc wrote:Turan inspects the door, and finds it unlocked and partially open. Opening it, you see that 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.
When combat was joined, I forgot about the Troglodyte Stench which required a fort save. We can play that off as being in open air. As for the room, anyone stepping into the room must make a DC 13 Fort save.
They do have some control over it as well. Earlier versions of the game state:
3.5 SRD wrote:When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive.The PFSRD, doesn't have this exact line of text but one could assume it given the document's origin.
Thats a very good point. I never ran across these outside of PFS, so I didn't know that. Nice! lol.. the closest that I ever got to a "troglodyte" was a draconian in ye olden AD+D Dragon Lance Chronicles. I am just glad that trogs don't blow up or melt or anything like that!
The majority of the party does ok with the smell, but Xasay seems to be hit pretty hard by entering into the armory. Your casual glances through the weapons only reveal rusted and broken items of no worth, but you do see a door across the room, leading towards the back of the tower.
GM DevilDoc |
Sorry.. a little frazzled with upcoming finals. I meant to link that in a spoiler to the first post.
Turan please place your token on the map where you would like to be located. Also, do you open the next door?
Nikolai Vancaskerkin |
Nikolai turns to Fauxish. "Might be a good idea to come at the next room from both sides. Why don't you take Turan with you to the northern room, and get ready to back us up once you hear us open the next door and engage anything that might be over there?" He listens to any input she may have, and creeps over to the northwestern door to ready for the entry. He gives a listen through the doorway, but doesn't really hear anything through the wood.
Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
Perception (to listen at the door): 1d20 + 3 ⇒ (2) + 3 = 5
Fauxish |
Fauxish nods. She tosses the stunned reptile over her shoulder and goes to collect Turan.
When she does, she makes a number of hand and finger gestures meant to indicate what she and Turan are meant to do.
Bluff (pass secret ninja message): 1d20 + 1 ⇒ (7) + 1 = 8 Or perhaps not.
Xasay Xyu |
Xasay stands against the wall heaving. "Even those panas* weapons are worthless...."
* = "Panas" is the Wayang word for "sunny;" it is often used as a curse word similar to "damned," "bloody," or "shitty."
Awenydd83 |
The party splits up to come at the next room from two sides and to take a breather before continueing. As the wait is up Nikolai moves to check the door.. but as he steps closer, a flagstone under his foot sinks into the floor! Javelin Trap: 1d20 + 15 ⇒ (10) + 15 = 25 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
The javelin strikes him right between the shoulders!
-Posted with Wayfinder
Isobel the Nymph |
Isobel looks squeamish at the sight of the blood sticking out of Nikolai and averts her eyes.
"Oh, no! Pull it out! Do something!"
The sorceress quickly casts a spell to put the warrior to sleep while they pull the javelin out.
This is just for fun...kind of like anesthesia. If you don't want to go to sleep, just disregard.
Nikolai Vancaskerkin |
Sounds like fun, I'll run with it.
Nikolai screams in pain as the javelin pierces his side, falling heavily against the wooden wall of the tower. "Mother [b]fuh-" is all he gets out before his eyes roll up into his head and he falls to the ground unconscious, sent into slumber by Isobel's magics.
GM DevilDoc |
With the quick administration of an analgesic spell from Isobel and the familiar hands of Turan, the javelin is quickly removed and the the wound is healed. Once the magic takes hold and the surgery is over, Isobel wakes Nikolai back up to continue the mission.
Nikolai Vancaskerkin |
Nikolai's eyelids flutter open as Isobel releases her spell. "-Ker!", he exclaims as he sits upright, instinctively clutching his hand to where the javelin pierced his flesh. While it comes away wet with his blood, he's surprised that there's not even any scarring from where the spear struck him. "Hrmmm. I feel like I may have missed some time. Um, yeah, I'm feeling fine. Now, unless I'm missing something, let's get on with that plan I had." He takes his feet with a half-wince, as though he expected to feel some pain and was spared that discomfort.
GM DevilDoc |
This time the big brawler is able to open the door with no incipient attacks. He reveals a room covered in dust, empty of all else of interest. From where he stands, he can see another closed door to his right, halfway between him and a door on the other side, presumably behind which wait Fauxish and Turan.
Xasay Xyu |
improbable Survival check: 1d20 - 2 ⇒ (2) - 2 = 0
Turan who walks the Steppe |
Take 10 for 18 on the survival check.
Turan the wised aged hunter raises a finger and and points to some hardly visible tracks on the ground.
More Troglodytes... the man then draws his bow and casts a spellas he follows the tracks with an arrow knocked and his eyes and ears wide open.
Cast divine Favor. Perception 1d20 + 11 ⇒ (19) + 11 = 30
Fauxish |
perception: 1d20 + 2 ⇒ (11) + 2 = 13
*Sniff* "Didn't need eyes for that old man."
She opens the door assuming neither she nor Turan notices anything untoward about it.
Isobel the Nymph |
Isobel doesn't care much for tracks or sitting in stinky rooms. "This place is awful...let's hurry and keep going so we can get out of here!"
survival: 1d20 - 2 ⇒ (13) - 2 = 11
Nikolai Vancaskerkin |
"I agree, the sooner we get to breathe air that's not befouled worse than a hobo's taint, the better," Nikolai says, standing next to Fauxish as she opens the door.
GM DevilDoc |
Isobel gets topped off, and the party piles into a circular stairway leading up. Just above where you entered, the stairway evens out in a landing, with the stairs continuing on afterwards for several floors. The door, when tried, is locked.
Nikolai Vancaskerkin |
"Noisy entry, hmmm?", Nikolai says, an eyebrow arching. "I'm fine with that, but nobody here knows how to finesse a lock? That's fine if you don't, but there usually at least someone who knows how to ply the cross-trade."
GM DevilDoc |
Doesn't look like anyone has the ability to pick the lock, so are we going through the door or bypassing it?
Fauxish |
We have kung-fu, and kung-fu can do anything.
Fauxish nods Nikolai toward the door.
Nikolai Vancaskerkin |
Nikolai nods back to Fauxish, and puts his foot to the door.
Hitting the door, Power Attacking just to squeeze out some extra damage. Not sure how many rounds it will take to break it down, so here's a few.
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
GM DevilDoc |
Sorry for the delay guys. This is finals week for me, and I had a killer microbiology final today, and another rough test in the morning.
Nikolai finds that the door, although ancient, is incredibly strong and weathered. However, after a couple of blows, it finally begins to succumb to the brawlers fists and eventually the party is able to get through.
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. The burnt corpses of two troglodytes lie on the floor in the center of the room. Just as you take all of this in, you are ambushed by two humanoid skeletons, wreathed in eternal flames. Their mouths are opened in soundless screams as they reach through the door after Nikolai
Red Skeleton Claw 1 vs Nikolai: 1d20 + 2 ⇒ (4) + 2 = 6
Red Skeleton Claw 2 vs Nikolai: 1d20 + 2 ⇒ (20) + 2 = 22
Crit Confirm: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 2d4 + 4 + 1d6 ⇒ (1, 2) + 4 + (6) = 13
Nikolai falls to the ground, burned and barely clinging to consciousness!
Xasay Xyu Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Turan Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Fauxish Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Nikolai Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Skeletons Initiative: 1d20 ⇒ 16
"Bold May Post"
Fauxish
Nikolai- Disabled
Skeletons
Xasay
Isobel
Turan
Nikolai- 0 hp, need stabilization check
Xasay Xyu |
Knowledge (Religion): 1d20 + 4 ⇒ (16) + 4 = 20
WAAAAAAAAAAIIIIT...My Knowledge (Player Knowledge) check tells me that that DC 10 line is kinda FUBAR - are you sure that by "Nethys," you don't mean "Urgathoa?" The black-and-white motif does suit Nethys, and while He could be interpreted as a secondary god of the undead by extension of his portfolio of magic...well, the "goddess" part still isn't something you'd normally apply to Nethys (and since He started out as a mortal, it can even be said to matter a little bit).
GM DevilDoc |
Ok, I did misstype the gender pronoun, but this is a direct quote from the module: "A DC 10 Knowledge (religion) check identifies this room as a temple dedicated to Nethys, the god of magic, in both of his aspects: protection and destruction. The writings on the walls are quotes from Nethys’s holy book." Remember, though, that Masters of the Fallen Fortress was published in 2010, and there have been a number of upgrades and changes to the pantheon since then. The gender error, however, was all mine.
Fauxish |
Move action: draw and don cold iron brass knuckles.
Stoically break face (red): 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d6 ⇒ 5
Nikolai Vancaskerkin |
Well, crap. This might be the end for Nikolai. Good news, I don't need to roll to stabilize - I'm at 0, which means I'm staggered, not dying. However, I do start my turn next to two burning skeletons, which means I'm taking 2d6 fire damage right now that I can't do anything about.
Fire Damage: 2d6 ⇒ (3, 1) = 4
Nikolai ducks as one of the skeletons lashes out at him, but the other catches him right in the throat. He teeters on his feet, and the flames from the two skeletons singe him, sending him crashing to the ground.
-4 and dying now. :(
Xasay Xyu |
Well, note that the quote from the text also fixed your bigger error, when you identified Nethys as god "of the undead."
GM DevilDoc |
Fauxish steps over Nikolai and takes a swing through the door at the skeleton, and just barely manages to connect with a solid hit that crunches through the skull.
You also take Fire: 1d6 ⇒ 1
The blue skeleton mindlessly steps forward over the remains of its partner and takes a couple of swings at Fauxish. The nimble monk is able to avoid the blows, but still get seared by the flaming aura surrounding the creature.
Aura Dmg: 1d6 ⇒ 2
Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Attack: 1d20 + 2 ⇒ (7) + 2 = 9
"Bold May Post"
Fauxish- 7/10
Nikolai- unconscious
Blue
Xasay
Isobel
Turan
Nikolai- -4 hp, need stabilization check
Xasay Xyu |
Xasay draws a long, straight, slender wand of charred poplar wood condensing into a small diamond at the tip, and gingerly waves it over Nikolai....
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Fauxish |
Stoically, silently, her fists burning...
flurry of blows: 1d20 + 3 ⇒ (18) + 3 = 21 damage: 1d6 ⇒ 2
flurry of blows: 1d20 + 3 ⇒ (15) + 3 = 18 damage: 1d6 ⇒ 6
GM DevilDoc |
Fauxish brings down the skeleton with a flurry of blows without even a single sound of complaint as she reaches through the flames.
Aura Damage: 1d6 ⇒ 5
Out of Combat
Nikolai Vancaskerkin |
Well, those were some big heals on the happy sticks! Editing my post, as the combat ended while I was posting this.
Nikolai gasps for breath again as the revitalizing magics heal him. "I hate this f**king place!", he says between coughs, slowly rising to his feet. He fishes out a wand from his belt pouch. "Here, least I can do is lend my wand to healing everyone." After a few waves of the wand, his burns are completely healed.
Let's see, I was at -4, then got healed for 16, then lost 5. That puts me at 7/13.
CLW Wand(50): 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand(49): 1d8 + 1 ⇒ (5) + 1 = 6
Isobel the Nymph |
Isobel claps as the others destroy the skeletons.
However, seeing Nikolai fallen again, she says "I do wish he would stop getting hurt! This place is dangerous!"
Once she is sure he is okay, she starts looking around the room.
perception: 1d20 + 2 ⇒ (11) + 2 = 13
Fauxish |
"Ouch." Fauxish says standing perfectly still at the end of her last strike and looking as though she had been the victim of a trick, cartoon, exploding cigar.