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Thovar prays to Abadar, "please guide us up this passage, so that we may proceed to further riches!" He then casts guidance on every member of the party.
Everyone gets a +1 competence bonus. Thovar's climb check: 1d20 - 1 ⇒ (16) - 1 = 15. (-4 armor penalty, +2 Str, +1 guidance)
Thovar will make sure to grab the collar if nobody else does. We can split up treasure later, when we have more of it!

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Torgrimson pulls a coil of rope from his pack and ties one end around a piece of rubble. "Here, Thovar, catch. See if you can tie to something. Or hold onto it. Laying it across a vertical or horizontal surface like a beam or pillar can multiply your strength and make it easier to help us up.
He tosses up the rope (is there a roll you need for this?} and waits until its secure before trying to climb.

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"Good thinking!" Thovar will tie the rope to something and help pull the others up, assuming he successfully climbed the wall.

GM_Ravenath |

Thovar is the only one managing to climb the intricate wall. He help the others to climb thanks to the ropes Senken and Torgrimson lend him. You are now there up thank to him.
Thovar, you will have the fatigue condition during the first round of the next combat.
You end up in the crumbling remains of a room that now serves as
an open landing for doors in the northwest and southwest
walls.

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Senken allow his staff to fall to the ground before deciding. The staff falls facing the north doorway. "The fates disagree. They speak south. But I shall follow the path the group decides. And Torgrimson did speak first." Senken does pick his staff up.
1d2 ⇒ 2 1 north, 2 south

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Tor looks at the wound. Hrm, that looks painful. It missed major arteries, though, and I don't think the scapula is broken. This will just take a moment, although the first part is going to hurt even more than getting hit in the first place.
Tor wrenches the javelin from Keggen's shoulder and quickly places his palm over the gory wound.
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
"That should close up the wound although the muscle is still damaged."
Do you want another or will you make a CLW extract for yourself? I only have 2 spells left for the day, so it might be best to save them.

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"Argh, guess I should of twisted right not left. Har har." He clutches the wound until Torgrimson closes the wound. "I let it hold for now lad, don't want to use up all or stuff so soon." He takes out a flask of spirits and takes a swig, "Plus this will help dull the pain, har har ouch."
GM Ravenath did the trap look like it only held one javalin or do I need to roll another check on it?

GM_Ravenath |

GM_Ravenath |

Perception checks:
keggen: 1d20 + 5 ⇒ (15) + 5 = 20
Torgrimson: 1d20 - 1 ⇒ (15) - 1 = 14
Eddy: 1d20 + 1 ⇒ (1) + 1 = 2
Thovar: 1d20 + 4 ⇒ (1) + 4 = 5
Senken: 1d20 + 0 ⇒ (20) + 0 = 20
Keggen look for traps and don't find any.
But Senken hears a sond. Is some kind of dialogue between two guttural voices the other side of the west door.
As a rule, from now on, each time you enter a new room, make a perception check. Everyone. This is to make the game more agile.
So... what do you do? It seems they hadn't noticed you.

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Action if the voices are pointed out to them by Senken.
Staying hushed Keggen pulls out a small bottle and slips in a mixture with a devilish smile he looks to the others and says in a hushed tone, "I can give them a suprise if you wish, hehe." He tries to listen in seeing if he knows the language.
Keggans languages:Common, Dwarven, Goblin, Gnome, and Undercommon

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Thovar stands to the side of Keggen, and he will cast guidance on Keggen just before he throws the bomb.

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The dwarf chuckles softly "Guess they go boom boom." he awaits for his new friends to open the door and then will bomb whatever creatures lay in wait.
If everybody is cool with it, here's me roll
Bomb throw:1d20 + 3 ⇒ (19) + 3 = 22
Damage:1d6 + 3 ⇒ (1) + 3 = 4 to direct target, all next to him take 4 damage.
The fates agree with this action

GM_Ravenath |

Senken opens the door slowly to make the less noise possible,
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. You can see two young and small lizard-like humanoids armed with javelins in the center of the room, talking in a language neither of you can understand. They haden't noticed you.
Then, Keggen throws the flask that explode in the ceiling, just between the two creatures, that screams in pain, severely damaged.
Ok, guys. The two troglodite has taken 4 hp damage each.
Now, make me two rolls:
1- for initiative
2- and a fortitude saving throw against CD 11, for the stench
And... ¡round 1! ¡Post your actions!

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Round 1
HP 11/11
AC 12 FF10 T12
F/R/W 2/2/2
Effects: None
Senken strikes out with a chilling ray of ice at the nearest Trog before backing away from the doorway.
Fort Save: 1d20 + 2 ⇒ (3) + 2 = 5
Ray of Frost: 1d20 ⇒ 10 Touch AC
Damage: 1d3 ⇒ 3

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Fort save:1d20 + 4 ⇒ (12) + 4 = 16
Init:1d20 + 2 ⇒ (18) + 2 = 20
After hearing the cries of the creatures over the boom, Keggen tosses his shovel at the little lizardling to try and finish it off.
Shovel Throw:1d20 + 2 ⇒ (12) + 2 = 14
Shovel Damage:1d6 + 2 ⇒ (2) + 2 = 4
And are we considered underground?

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Thovar moves and attacks the nearest troglodyte with his warhammer.
1d20 + 6 ⇒ (11) + 6 = 17 fort save
1d20 + 3 ⇒ (1) + 3 = 4 attack roll...... Miss!
Initiative 1d20 - 1 ⇒ (19) - 1 = 18

GM_Ravenath |

Senken, Torgrimson and Eddy are sickened because the reptiles stench.
Sickened:The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Keggen, we are not underground, we are in a tower but... why did you asked?
Keggen tries to finish a lizard off, but the wounded creature manages to dodge the dwarf.
Thovar attacks with his warhammer the other lizard but, hell! Those bugs are fast!
Torgrimson fails too, trying to not vomit because the stench.
Even sickened, Senken manages to cast a frost spell, but the ray is lost in the smoke of the bomb.
Eddy tries to hit one of the lizards, but he is still affected by the stench of the creatures.
Eddy's attack: 1d20 ⇒ 11
One of the creatures attacks Eddy and the other attacks Torgrimson.
Javelin VS Torgrimson: 1d20 ⇒ 3
Javelin VS Eddy: 1d20 ⇒ 20
Critic threat: 1d20 ⇒ 12
Damage: 1d6 - 1 ⇒ (3) - 1 = 2
Eddy is hit by the javelin attack!
Round 2! Actions! And better rolls ^_^!

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Tovar attacks again, putting more effort into his swing this time!
1d20 + 3 ⇒ (13) + 3 = 16
1d8 + 2 ⇒ (8) + 2 = 10