Senken |
Round 2
HP 11/11
AC 12 FF10 T12
F/R/W 2/2/2
Effects: None
Senken backs away and unleashes another Ray of Frost at the creatures. Suffering a fit of coughing, he curses, "Damnable creatures, taste Icy death!"
5' step away and standard for Ray of Frost
1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 Touch AC
1d3 ⇒ 3
GM_Ravenath |
Senken fails his ray of frost, that freezes a portion of the northern wall.
Torgrimson is too sick too hit the lizard, but Tovar hit one down. The lizard loose conciousness.
keggen draws his crossbar and aim the remaining lizard boy.
The lizard, aware of his situation, drops the weapon and raises his empty hands. He surrenders.
Combat finished. What do you do with the remaining lizard?
Senken |
"Perhaps one of us should attempt to save it's companion from it's current state." Senken attempts to speak with the one that has surrendered. "Young creature, perhaps we can offer an exchange. Fate has brought you before us, and perhaps we can trade what you know of this fallen fortress for our mercy. Are you able to understand?"
Diplomacy: 1d2 - 1 ⇒ (2) - 1 = 1
Thovar Druskeden |
"Let us hear what they have to say, perhaps they have useful knowledge. We can take them to the city later to be judged for any crimes." Keeping an eye on the enemy to make sure it doesn't try anything funny, Thovar channels positive energy to heal all living creatures in the room, including the unconscious trog.
Channel energy (1/4 per day)
1d6 ⇒ 2
GM_Ravenath |
Senken knows what language has to speak to make him understand. And the troglodyte seems tto understand him.
"Let us go" -the voice sounded like a snake.
The other troglodyte is gaining conciousness. He sees the situation and his companion surrended, so he keeps his hands close to his head and stay prone.
They are totally defendless. Make a decision on what to do with them.
Senken |
Senken attempts to parlay with the defeated foes. "I do not pretend to understand the ways of warriors, such as yourselves, but I do believe with our defeat of you, your lives become forfeit to us. Which is why I would like to propose this exchange, or 'let you go'. We are here seeking an associate who came to explore this ruin. Can you tell us what you may know of him, or of any other dangers that lurk ahead? In exchange I will not take your life, and will argue for it with my companions."
Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16
GM_Ravenath |
The creatures doubt a moment, and then one of them begin to talk in draconic:
"We new soldiers. We not very much time here. But we know up there, danger. We not see friend of yours. We see fire and bones rise and attack! Carefull up there." -then stop a moment and continues- "We new here. We not know much more. You leave us go now."
If you leave them go, tell me what direction you want to take.
Senken |
Senken ponder the information for a moment. "These creatures have provided us the information they know. To uphold my end, I beseech you all to allow them egress from this place. But be forewarned. If you have withheld any information from us, or continue along the path of evil, the fates themselves shall turn against you."
Senken will allow them to leave, but won't stop anyone or help them if they choose to not follow suit.
Intimidate: 1d20 - 1 ⇒ (6) - 1 = 5
Senken |
Oh yea, direction. The following takes place after the trogs are dealt with.
"I would suggest we give fate another chance to dicate our path." With that, Senken once again drops his staff, watching as it points to the door to the Northeast. "This is the direction that the fates suggest."
1d2 ⇒ 1 1 NE, 2 East.
Thovar Druskeden |
"Let us proceed, then. To the northeast!"
Thovar thinks the trogs have been sufficiently dealt with and we can leave them alone.
GM_Ravenath |
No traps were found in this door. You opened it slowly.
Judging from the shelves lining the walls, this darkened room
might once have been a storeroom, though its contents have
long since succumbed to the passage of time. A crack in the
northern wall has apparently let in some rainwater, which has
collected in a large puddle on the floor.
The only entrances to this room, aside the crack in the northern wall, is the door you have come from and the east door. That east door seems to go to the room you used to climb up to this floor.
Please, tell me the order in which you enter the rooms.
GM_Ravenath |
Keggen enter firt and notices a big lizard getting near all of you... shocking the floor with lightning!
He reacts fast and throws a bomb at the lizard.
Attack with the bomb: 1d20 + 2 ⇒ (12) + 2 = 14. Damage: 1d6 + 3 ⇒ (2) + 3 = 5
But he fails, damaging the lizard only a few. -3hp
I'll prepare the map. Make the initiative checks, please.