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"Seems we have little choice if we want to proceed," Isme whispers in reply. "In which case a surprise attack is sensible. Just give the word."

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Barl draws his warhammer and waits for the signal.

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"Yes, I believe that this is the only way forward. The sooner we get this over with the better. I will prepare myself for battle. Do any of you have the skill to give us some protection from this awful stench?"
Just a few seconds before we all go into battle Ajaline will cast a couple spells on himself. Waiting until just before so he gets the full duration (1min/level for both).
Ajaline casts a spell on himself (Shield) and then waves his hands over his shortbow Magic Weapon.
Due to his Verdant bloodline he gets a +spell level natural armor bonus for 1d4 rounds whenever he casts a spell with target personal. The shield spell was a level 1 personal so he gets an additional +1AC for 1d4 ⇒ 4 rounds. GM, since Ajaline is casting this just before we jump into round time I'm not sure how to count these rounds.

Uktar |

To be clear, even without Etna possessing the appropriate skill Kn-Local, she could tell these Reptilian Humanoids looked different than the Lizardfolk you defeated.
The group creeps up carefully to the base of the stairs. getting ready to rush the creatures.
To move any closer would require a stealth check. Ajaline We'll assume Magic Weapon cast first, then Shield, the surprise round will be first round of shield and Nat armor, 2nd round fo magic weapoon. Anyone else wanting to buff in advance, just mention it while stating your surprise round action.
Init Order
Etna
Isme
Barl
Ajaline
Lorian
Zavubak
Just post your intended surprise round action, and we'll retcon if order of actions is a factor.

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Surprise round actions. Feel free to fit them into the order as they fit.
Ajaline quickly scans the room to spot the beasts and picks out one with the clearest line of site. He then looses an arrow from him bow at the despicable creature.
Shortbow,MagicWeapon: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Damage: 1d6 - 1 + 1 ⇒ (6) - 1 + 1 = 6
Effect rounds remaining:
MagicWeapon: 8/10
Nat Armor bonus: 3/4
Shield: 9/10
Current effective AC: 13 + 4 + 1 = 18

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Being in position she will charge the creature on the left, reducing her defence but at least increasing her chances to hit as she goes to drive the rapier in.
attack: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
confirm: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
damage: 1d4 ⇒ 4

Uktar |

In terms of overseer post and possible destinations, we'll get into it after finishing this encounter.
Etna charges into the room, placing herself squarely between defenders in order to charge. While her blow was extremely well-placed, the beast's hide thwarted it being more critical. Still, the creature has suffered a mighty blow.
Ajaline moves onto the stairs and sees his shot. His shortbow's string sings out, and the shot is true. Both beasts are wounded.
Ajaline please make 2 Fortitude saves. Etna, your stomach has settled since your first exposure, and you've become inured to the beasts' stench. Everyone else realizes it's almost like walking into a reeking wall of stench as soon ass you step on the stairs. So if you go onto stairs and/or beyond, include 2 Fortitude saves.
And please refer to Slave Pens map

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Ajaline watches his arrow fly true and strike the beast. "Ah! Take that, you slimy and disgusting filth!" But the next moment he is stunned as a wall of foul odor slams into him.
Fortitude: 1d20 + 1 ⇒ (9) + 1 = 10
Fortitude: 1d20 + 1 ⇒ (14) + 1 = 15
He turns to look at the others who haven't come up the stairs yet. "Are you guys going to help here or do the little one and I have to do everything?"
He's such a jerk!

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Surprise Round
With her own plan in mind, Isme quickly moves up the stairs after Etna as the leads the charge - but the stench wafting from the room grows ever stronger...
Fort: 1d20 + 3 ⇒ (14) + 3 = 17
Fort: 1d20 + 3 ⇒ (13) + 3 = 16
For her surprise action Isme will move into the room to her current map position, provided she didn't succumb to any nasty effects from the stench :)

Uktar |

Ajaline becomes
While some in the party may take some small guilty pleasure in watching him suffer, his bowshot did do less damage (though still struck home even with penalty).
Isme, on the other hand, suffers no ill effects--perhaps all that time spent in the alchemy lab paid off--heck, this stench has nothing on ghast retch.
Barl, Lorian, Zavubak, you still have surprise round to act.

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Barl charges into the room, trying to avoid the noxious stink and meanwhile trying to gain some insight on these different lizard men.
using move action to enter the room as far as I can.
knowledge (local)+free inspiration: 1d20 + 7 + 1d6 ⇒ (6) + 7 + (6) = 19
fort save 1: 1d20 + 2 ⇒ (13) + 2 = 15
fort save 2: 1d20 + 2 ⇒ (13) + 2 = 15

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Very sorry GM, had a busy Sunday
Seeing the lizards before him, Zavubak forms two fists and gets a closer look. He gets a whiff of the noxious stench on his way in.
Move action to close the distance
Fort save: 1d20 + 6 ⇒ (13) + 6 = 19
Fort save: 1d20 + 6 ⇒ (6) + 6 = 12

Uktar |

At first, Zavubak thinks he fine. Then he breathes a sigh of relief, and the stench becomes too much. He too becomes sickened.
Oh so close on that second save...
Barl, with the staunchness of a dwarf, shrugs off the stench as if he well knows his way around a midden heap. Then he shouts out to his compatriots: "They're Troglodytes. They like wet rocky areas, they typically speak Draconic...Oh, and they have an aura of stench that can sicken foes. Luckily, if you resist the stench's initial shock, you shouldn't have to worry about that Troglodyte's stench for the rest of the day." He looks at Zav and Ajaline and shrugs. "It should wear off in a minute or 2."
Lorian has Surprise Round action, and Etna, Isme & Barl can go, full round.

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Ajaline watches as a few of the party move to engage the nasty beasts and then suddenly the overwhelming stench catches up with him. His face turns green and spasms of alternating cold and heat flashes race up and down his body. His hands and arms get shaky and his knees weak. He staggers a little as he tries to hold it together. The dwarf tries to offer some condolences but Ajaline only grunts in reply.

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Now that she was close she will lash out at the creature she had already atacked. "I hope you are ready for a prison break boys! Let's see how you like a bar is cold steel ruining your life."
attack: 1d20 + 7 ⇒ (20) + 7 = 27
confirm: 1d20 + 7 ⇒ (5) + 7 = 12
regular damage: 1d4 ⇒ 2
crit damage: 2d4 ⇒ (1, 2) = 3
Just in case it hits flat foot

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Barl wades into the fray, swinging his mighty warhammer.
Move action 20' diagonal and then up to be on the left of the troglodyte. If Etna has already finished it off with her series of crits he will go after the other one.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d8 + 3 ⇒ (1) + 3 = 4

Uktar |

Alas, Troglodytes have very tough hides, and Etna's well-placed thrusts just don't seem to penetrate enough to critically wound the beast. But Barl the Stalwart steps up and finishes the beast off, crushing its leg with his warhammer. It crumples to the ground.
One is still standing, with Ajaline's arrow stuck in its arm. Isme takes a 5' step and stabs at it with her longspear.
to hit: 1d20 + 1 ⇒ (5) + 1 = 6
damage: 1d8 + 1 ⇒ (8) + 1 = 9
Alas, her strike goes wide, and the beast unleashes a hideous hiss as it lashes out with its claws and teeth at Etna.
claw#1 att: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw#2 att: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite att: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d4 + 1 ⇒ (2) + 1 = 3

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Not wanting to get sickened by the stench but wanting to help the others, Lorain waited for them to advance before he started to inspire the group telling about a battle in a swamp.
Inspire courage 3/10

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Ajaline moves forward towards the troglodyte till he's 15 feet away then he extends a hand towards the ugly creature. A vine shoots from Ajaline's hand attempting to wrap around the troglodyte's feet and trip him.
Tanglevine,trip: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Effect rounds remaining:
MagicWeapon: 7/10
Nat Armor bonus: 2/4
Shield: 8/10
Current effective AC: 13 + 4 + 1 = 18

Uktar |

the troglodyte drops like a stone, entangled in Ajaline insidious vine. It hisses at you venomously (but the venom is merely literal)
Prone Condition applies: +4 to hit it with melee attack, -4 to hit it with range attack.
Lorian, Zavubak, you're up.

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Zavubak leaps forward and slices at the other creature with his orc double axe.
Orc double axe, sickened: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 211d8 + 6 - 2 ⇒ (7) + 6 - 2 = 11

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"One down, one to go! Lorian said continuing to inspire the group in glorious deeds of battle. Heading in to help deal with the creature, he took a deep breath and got ill as he got close to the foe.
fort save 1: 1d20 + 2 ⇒ (2) + 2 = 4
fort save 2: 1d20 + 2 ⇒ (13) + 2 = 15
attack trog w/rapier: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 2 ⇒ (4) + 2 = 6
Inspire courage 4/10 failed save.

Uktar |

Lorian enters the room, takes a stab and misses, then proceeds to vomit all over the troglodyte.
Zavubak barely resists the urge to hurl himself as he steps up, and with a snort of derision finishes off the remaining troglodyte. But the sight of the spilled intestines are then enough to make him hurl as well.
You all are a bit surprised to hear a few weak ragged cheers coming from the cells nearby. Clearly a few of the humans here have not yet been broken by these evil serpentfolk torturers.
the Sickened condition will fade after a minute or so, for those so afflicted.

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Etna will let out a little laugh as she leans against a wall. She had some nasty scratches from the beasts claws on her face and sides. "W-Well that was unexpectedly painful. Give me a breather, got to get myself a nice strong drink."
She will pull out the water they had just enchanted and chug it down, trying to ignore where it had came from.
potion: 1d8 + 3 ⇒ (3) + 3 = 6
Most of her wounds will heal, a small scratch remaining on her side scabbing over the only evidence she was harmed.
"Thank goodness we found that stuff. Feeling right as rain now. Lets see about finding those keys to let these fellows out."

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"Well done," Isme nods approvingly. "Is everyone else okay? The aroma in here is...staggering, to say the least," she asks as she moves to check on Zav, Lorian, and Ajaline.
Once assured that everyone will recover, she turns her attention to their surroundings, the instruments of torture holding a rather morbid fascination. Though she doesn't argue with Etna's desire to free the slaves, she doesn't volunteer to help search for the keys either.
Best let her do it if it will satisfy her, even if it's futile.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

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With the last of his meal leaving his stomach, Lorian started to feel better. "That was rather foul." he said as he cleaned himself up with a few motions of his hands. Attending to the others, the half-elf passed out candy that had a rather strong mint flavor.
Cast prestidigitation as needed

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Barl responds in undercommon:

Uktar |

Barl starts chatting with one of the prisoners in Undercommon, then walks over to one of the Trogodytes and quicky locates a large ring of keys. The humans in the cells in this room move to the bars in eager anticipation, despite their emaciated and abused condition.
Barl, feel free to make a Diplomacy check. If anyone else wants to try and aid his efforts, you can try to Aid Another, though DC will be increased a bit due to language barrier.

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Ajaline hears the dwarf talking with one of the prisoners but doesn't understand the language. However, the actions are self-explanatory. Despite his distaste for dwarves in general, Ajaline nods in respect at what Barl is doing. He steps over to try to help.
Diplomacy,aid another: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16 I included the -2 cause I thought I was still sickened. If that has worn off, then add 2 to the roll.

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Etna will offer a variety of thumbs up, hand shakes, high fives, and other body language in attempt to assist in this diplomacy check.
diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23
She will happily take the candy from Lorian and pop it in her mouth. "I should get beat up more often if I get candy from it!

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"I've no clue what these captives are saying, but I suppose I can try to assist in getting information." Zavubak begins contorting his face and hands into various motions - mainly opening his palms and mumbling a few words - anything that might help in communicating with them. The warrior looks pretty embarrassed when he's finished, and stands further away with his arms crossed.
Diplomacy, aid another, sickened: 1d20 - 1 ⇒ (15) - 1 = 14

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Barl quickly translates for the group what the prisoner told him as he collects the keys. Everyone seems eager to work with the prisoners, so he responds:
We have only a very short time remaining here, so we can use all the aid we can get. If you pledge to share your information with us and fight alongside us, we will free you and proudly fight with you to slay every serpent we can find."
Barl will translate this and any response to his team. He will ask questions including who the serpents are, what their purposes are, why do they torture the prisoners, who are the prisoners and who is Uszanriar. Any other questions other party members have he will translate as well.
diplomacy+inspiration: 1d20 + 3 + 1d6 ⇒ (11) + 3 + (5) = 19

Uktar |

Victory Point!
As Barl relays the prisoner's words, you hear the sound of weapons clashing to the West. The freed prisoners immediately flee to the south, away from the sound of battle. But before you can begin to gird yourself for battle, you hear a ragged cheer from the West, a cheer that definitely was not serpentlike: human voices raised in triumph.

GM Fuzzfoot |

"Psst! Hey buddy... whistle if you need a hand!"
Table #5 is giving you their Aid Token. Use it in good health! Or to ensure good health...

Uktar |

Best to use Aid Tokens right away, to keep them circulating. See
Overseer Thread link for more information on how they can be used..

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Now that Etna was healed she was ready to rush back into action. She would do her best to help any of the prisoners out of their cells before she heard some cheers coming from the west. "Ohhh, that sounds promising! Lets go see what that is about!"

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Ajaline is impressed with how well the team dispatched the unpleasant creatures and also with how willing everyone was to help the prisoners escape. He is about to offer an encouraging, and even friendly, word to everyone when he is interrupted by the cheers coming from the west.
"Well, I agree with the little one. We should go and see what the commotion is." He starts to head to the west, expecting the others to follow.
I think we should use the token for Allied Offense in our next combat. It will help our damage and also give us all flanking bonuses.

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Although she'd initially seen freeing the prisoners as a waste of time, Isme had to admit that Barl had a good point - the more help they had against these serpentfolk and the more chaos they created, the easier it would be to fulfill their own mission.
"That was good thinking and good talking Barl," she murmurs as the freed prisoners scatter to help their fellows. "This should make it easier to continue looking around."
As the commotion breaks out to the west, the half-elf looks up at Ajaline and nods. "Yes and that seems to be the only way to proceed as well. Let's get to it!"
I agree that the Allied Offensive option seems the best choice for when we use our token!

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Barl grins bashfully. "It was the prisoner's idea to join us really. Now let's get moving!"
He moves towards the stairs going up to the west cautiously.
perception: 1d20 + 3 ⇒ (2) + 3 = 5
I think we should just use the token the first time it will come in handy. It does seem likely that will be Allied Offensive, but if something comes up before our next combat we can still be flexible I think.

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Lorian join in with the others as they headed west. "Lets go then." he said scanning the area for any threats.
Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Concur on Allied Offensive, use it on a boss if there is one in the next battle. If not then to aid.

Uktar |

Voices sound out further down the hall—the guttural and staggered ringing of human speech rather than the lilting hisses of snakes. Men and women—many of them malnourished and wounded but athletic nonetheless—stand over the fresh corpses of troglodyte minders while gripping makeshift clubs.
At the head of the group stands a particularly strong looking female human with a greatclub. She is the one who immediately notices your group approaching, and with a quick gesture and sharp command, all the others cease their reverie and/or looting of the troglodyte bodies and warily clutch their weapons.
Barl overhears one of the men muttering
Just a reminder: Going to stick with what seems to be the standard marching order unless someone says otherwise.

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Seeing the uneasiness of the humans, Lorian held up his right hand with no weapon. "Master Barl, please let them know that we do not want a fight and they are welcome to join us in dealing with the Troglodyte. Tell them that while they have just meet us, they have been prisoners of the Trogs for much longer and we share a common enemy.
sense motive: 1d20 + 0 ⇒ (8) + 0 = 8
diplomacy: 1d20 + 17 ⇒ (9) + 17 = 26

Uktar |

Even with the language limitations, Lorian's actions and non-threatening bearing--along with a few key words he uses that the woman seems to recognize--help to ease some of the tension; you get a sense of wary indifference.
She utters a few unrecognizable orders to the men, who turn their attention to watching down the two other hallways, before she looks back at the group. She says,
You think might have caught mention of the name Uszanriar, perhaps referring to herself?
check out link to "image of Uszanriar" in my tagline

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Zavubak runs back to the corpses and pulls off the bloody head of a troglodyte. He brings it over and holds it up for the woman to see, attempting to further ease her apparent tension.