Arisira |
"Don't worry Caelreth, I'll leave that part out of the official reports! It can be our little secret. Now everyone, be quiet. They might not know that we are here yet... the halfling says optimistically.
As the door opens, she commands her dancing lights into the center of the chamber and approaches the door, attempting to see what the room contains.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
GM Socrates |
As Pietro opens the door, an overwhelming stench pours into the room; reminiscent of both rotting eggs and open sewer all at once. With the door open, Arisira sends her dancing lights in to illuminate the next room... and reveals two lizard-like creatures with weapons drawn!
The walls of the next room are lined with mostly-empty weapon racks, with various weapons, armor, shields, and banners hanging on the walls above the racks.
Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Initiative Order
Arisira <= Up
Lizard creatures
Hap
Caelreth
Seelah
Pietro
Zekuli
Notes: everyone needs to roll a Fort Save
Also, I put Pietro in the doorway since his character opened the door. The opening of the door interrupted the rest of your actions.
Caelreth : 1d20 + 3 ⇒ (5) + 3 = 8
Zekuli: 1d20 + 0 ⇒ (3) + 0 = 3
Pietro : 1d20 - 1 ⇒ (7) - 1 = 6
Arisira : 1d20 + 5 ⇒ (10) + 5 = 15
Hap : 1d20 + 4 ⇒ (9) + 4 = 13
Seelah : 1d20 + 0 ⇒ (7) + 0 = 7
Young Trogs: 1d20 + 1 ⇒ (14) + 1 = 15
Pietro Slaszval the Boisterous |
The intent was to stand next to the door, reach over and open it from an adjacent square to gallantly allow folks to pass, but that's fine too.
Fort: 1d20 + 5 ⇒ (3) + 5 = 8
"PEW! It's like a plugged garderobe in there!"
Arisira |
Fort: 1d20 + 1 ⇒ (7) + 1 = 8
"Ugh! Gag!"
"Don't worry guys! This is probably only temporary- lets get in there and show them who they are messing with!"
Inspire Courage 2 of 7
Zekuli |
Fortitude: 1d20 + 4 ⇒ (6) + 4 = 10
Zekuli moves to cover his nose with his hands, then realizes that both hands are full. He shudders as the reek washes over them.
GM Socrates |
Both of the lizard creatures throw their javelins at Pietro standing in the doorway. One of the javelins grazes his arm. Pietro takes 1 damage
Initiative Order
Arisira <= Up (for next round) [sickened]
Lizard creatures
Hap <= Up [sickened]
Caelreth <= Up [1hp damage]
Seelah <= Up
Pietro <= Up [1hp damage, sickened]
Zekuli <= Up [sickened]
Notes: Inspiration is active: the entire party gets +1 competence bonus to weapon damage rolls, +1 competence bonus to attack rolls, and +1 morale bonus to saves against fear
Some of you are also sickened: take a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
javelin: 1d20 + 2 ⇒ (16) + 2 = 18 for piercing: 1d4 - 1 ⇒ (1) - 1 = 0
Hap Daywhisper |
Hap walks through the door and launches an arrow at the creature with the blue attire.
Longbow: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 Damage: 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4
Pietro Slaszval the Boisterous |
untrained knowledge (local, maybe can't attempt them if they are over 10; MAX 10 result): 1d20 - 2 ⇒ (4) - 2 = 2
"RRRAAAA!!" Like an angry brown bear Pietro rushes to smash the one who nicked his arm slightly with his hooked morningstar.
morningstar v blue (sick, inspired): 1d20 + 3 - 2 + 1 ⇒ (20) + 3 - 2 + 1 = 22 damage: 1d8 + 3 - 2 + 1 ⇒ (7) + 3 - 2 + 1 = 9
THREAT!
confirm? v blue: 1d20 + 3 - 2 + 1 ⇒ (5) + 3 - 2 + 1 = 7 additional damage: 1d8 + 3 - 2 + 1 ⇒ (3) + 3 - 2 + 1 = 5
Arisira |
Knowledge Local, Sickened: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
"I would know that smell ANYWHERE! Sure this is my first time actually seeing them, but based on the stories I learned in school these are troglodytes. Although, they do seem a little smaller than I was expecting..."
I'll wait until more of the people in front of me have acted before I declare Round 2 actions
Zekuli |
Zekuli pushes through his disgust and slips through the door into the small room. Pietro looks to be handling one of the... what did she just call them? Troglodytes? So Zekuli focuses on the one on the right and performs the same trick as before, sending his morningstar magically to swoop at it and then return to his hand.
Attack vs red: 1d20 + 4 + 1 - 2 ⇒ (20) + 4 + 1 - 2 = 23
Damage: 1d8 + 1 + 1 - 2 ⇒ (2) + 1 + 1 - 2 = 2
Crit confirm?: 1d20 + 4 + 1 - 2 ⇒ (3) + 4 + 1 - 2 = 6
Extra damage: 1d8 + 1 + 1 - 2 ⇒ (2) + 1 + 1 - 2 = 2
Arisira |
"Keep at it guys!"
She steps forward into the doorway, opening up a line of sight to both enemies, releasing an arrow at the blue combatant.
Bow, Inspire, PB, Sickened, Cover, Melee: 1d20 + 3 + 1 + 1 - 4 - 4 ⇒ (18) + 3 + 1 + 1 - 4 - 4 = 15
Damage (haha), Inspire, Sickened: 1d4 + 1 - 2 ⇒ (1) + 1 - 2 = 0
5ft move, attack. Continue inspiration (round 3/7 today)
GM Socrates |
Hap walks into the room and shoots an arrow at the blue troglodyte. Thanks in no small part to Arisira' encouragement, his arrow punches through the troglodyte's armor. Caelreth then enters the room and manages to give that same troglodyte a nasty slash with his longsword; it collapses in a heap. Seelah moves to engage the other troglodyte and Pietro follows behind her, barreling into the other troglodyte and bashing its head in with his morningstar. It also falls to the ground.
Combat Over
Arisira/RxGus and Zekuli/Elinnea you can keep your ability uses.
Not sure which DC you're asking about Seelah/Qstor. The Fort DC was 11 and I decided that troglodytes are common enough you only needed a DC 6 to identify the with knowledge (local).
With the threats neutralized, the party has a little more time to explore the room. You find a few items that haven't completely fallen apart, but most of them have rusted away. Can any of you give me an appraise or knowledge (local) check?
When the party decides to try the leftmost door, they find it seems to be stuck--the tower shifting on its foundations combined with time and moisture working on the wood seems to have jammed it. The unexplored doorway on the right is similarly jammed.
I may not get a post in tomorrow--celebrating a family birthday with family time in the morning and a party in the evening.
center door is jammed: 1d5 ⇒ 1
Pietro Slaszval the Boisterous |
appraise: 1d20 ⇒ 10
Pietro waits for the air to clear before inspecting whatever is about that looks interesting and then tossing it aside, and testing his strength against the central tower door.
Str check v central tower door (Str surge): 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Zekuli |
Zekuli steps outside briefly to let his stomach settle. Let's wait out the 10 rounds while people are searching the room so we can all lose our sickened condition
He sees a couple of the others preparing to push against a door and he lends his strength as well.
Strength aid: 1d20 + 1 ⇒ (16) + 1 = 17
Pietro Slaszval the Boisterous |
Let's wait out the 10 rounds while people are searching the room so we can all lose our sickened condition
Inferred above.
Arisira |
Arisira wanders around the room, waiting for her stomach to settle. She looks around the shelves and cabinets for anything valuable. She handles a couple objects, turning them over in her hands before putting them down.
Knowledge Local: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
As the team begins to push on, the tiny halfling attempts to add her weight to stuck door.
Str to Aid: 1d20 + 2 ⇒ (4) + 2 = 6
Thanks GM for letting me know that the Inspire made a difference. It's always nice to know when a passive ability ends up being meaningful!
Pietro Slaszval the Boisterous |
Caelreth wanders around the room, keeping a lookout for additional threats.
"What!?"
GM Socrates |
Pietro bursts through the stuck door on the left. Arisira's lights reveal a room lined with empty shelves and large puddles of water from a crack in the northern wall. Splashing about in the puddles is a dog-sized lizard with horns on either side of its head and green scales that crackle with electricity. It approaches the party a little hesitantly, but with some apparent excitement.
Pietro Slaszval the Boisterous |
He struck the door with such impact that he opened a door 20 feet away. ;)
"Well, what's over there? I can'tell see from over here."
Arisira |
Knowledge Arcana: 1d20 + 5 ⇒ (11) + 5 = 16
Zekuli |
"What's that? A lizard?" Zekuli leans forward to get a better look over Pietro's broad shoulder.
Knowledge arcana: 1d20 + 5 ⇒ (14) + 5 = 19
Pietro Slaszval the Boisterous |
Not sure how he got moved, but I'm pretty sure Pietro was at the 'central tower door'.
Pietro is probably wondering how the others got that other door open while he continues exerting himself with the one he's been working on.
If he has to take an action (or surprise round action) at the 'lizard' door he slams it, and walks over to the door he somehow teleported away from and swears off whatever it was he had been drinking in the moments leading up to his sudden bout of fugue. It's just a lizard, not a lost Society member (or else the membership committee has gotten very lax), nor is it even a flight of stairs. You can't walk up a lizard. It might however replace the lunch meat he threw to the dogs earlier....
GM Socrates |
I'm sorry Pietro\GGG, I overlooked that detail of your post and just assumed you were following the SOP. I will try to remember to pay more attention next time.
Arisira and Zekuli recognize the creature as a shocker lizard. you both rolled high enough for a piece of information; Zekuli\Elinnea, you rolled high enough for two pieces of information. What would you like to know?
Pietro slams the door shut. With a little persistence, he is able to get the central tower door open, revealing a staircase spiraling up.
Zekuli |
"Oh, one of those," Zekuli says gloomily. Amusingly, he just came from another mission where he got zapped by a shocker lizard. For now, I'd like to know a special attack and if it has any special defense like DR. He'll say aloud anything he knows.
"A shocker lizard in a room full of puddles. What a terrible idea. Not what we came here for either, but is it safe to just leave it there?"
Pietro Slaszval the Boisterous |
"Could be worse. You could be loaded down with a lot of metal armor." Pietro says looking slyly at the paladin. "Let's save killing it until dinner at least."
Str check v remaining door (Str surge): 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Arisira |
"Heroes don't run away from danger! Besides, if we open the door I bet he might just come to us. You know Pietro, I didn't think you would be so scared of a little lizard! "
Arisira doesn't care what we do, but will take the opportunity to harass Pietro a bit!
Pietro Slaszval the Boisterous |
"OH!? So you're one of those kind of heroes. Honestly, picking on a tiny lizard in its burrow. *snort* Well then, if you want a real challenge, IT STANDS BEFORE YOU!" roars Pietro taking a broad, aggressive stance.
Caelreth Durothil |
Caelreth rolls his eyes. "If we do not have to fight it, I don't see a reason to do so," he chimes in. "Maybe try the other door?" The paladin moves to the southern door and starts to reach for it. Then he remembers that he triggered a trap the last time he did that, and thinks better of it.
Arisira |
Arisira innocently giggles in response to Pietro's outburst, turning towards the central door and the keep's main stairs. "It's onward and upward I think!" she says with a flourishing bow- gesturing the team up the stairs.
Pietro Slaszval the Boisterous |
"*Snort!*"
GM Socrates |
Majority seems to prefer to leave the lizard alone. Moving along
The party opts to move up the staircase, leaving the wet room with the shocker lizard behind. Upon reaching the third floor, they find only one door from the landing. When Caelreth goes to open the door, he finds it is locked.
You can try to get through the door, keep going up the steps, or go back down.
Zekuli |
Zekuli watches Caelreth jiggle the door handle unsuccessfully. "Hey... we're not worried about stealth, right? It's not as though we have been keeping quiet so far." Taking his companions' agreement for granted, he calls out, "Oy, Balenar Forsend! Are you here? We're looking for you!" He pauses to listen for any kind of response on this floor or the one above, keeping his weapon ready just in case.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Pietro Slaszval the Boisterous |
Pietro shoves in to put his ear to the door.
perception: 1d20 + 3 ⇒ (12) + 3 = 15
If he hears nothing, and the stairs continue upward, Pietro suggests continuing on up.
Arisira |
Arisira looks around the door for trip wires or other signs the doors have been messed with.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
GM Socrates |
There is no answering call, and no noise behind the door. Arisira cannot find any trip wires or signs that the door has been modified other than the lock.
That looks like a consensus to go up to the next floor. I will move you forward either tonight or tomorrow