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"One more!"
Barm swings with sword.
Furious Focus (power attack) +1 adamantine Greatsword: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 2d6 + 12 + 6 ⇒ (2, 5) + 12 + 6 = 25
Furious Focus (power attack) +1 adamantine Greatsword: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 2d6 + 12 + 6 ⇒ (1, 1) + 12 + 6 = 20

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Baied enters the room, staying behind Regnum. She keeps an eye on the entrance of the room, so they won't get attacked from behind
Perception: 1d20 + 11 ⇒ (9) + 11 = 20

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Barm cuts down the one helpful enough to run straight to him.
Regnum hits black, but doesn't fell the creature.
Initiative Order, Bold May Go!
Map Slide
Barm
Regnum
Saint Gudule
Enemies, black -10hp
Trutzburg
Baied
Talondreal

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Saint Gudule says some foul words and three chains spring from the ground to attack the reddish and the dark trog.
Chain 1 vs red: 1d20 + 10 ⇒ (16) + 10 = 26
for Slashing: 1d6 ⇒ 4 If hit: DC 16 will save vs shaken
Chain 2 vs red: 1d20 + 10 ⇒ (5) + 10 = 15
for Slashing: 1d6 ⇒ 2 If hit: DC 16 will save vs shaken
Chain 3 vs black: 1d20 + 10 ⇒ (12) + 10 = 22
for Slashing: 1d6 ⇒ 5 If hit: DC 16 will save vs shaken
Casting Barbed Chains.

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The half elf will swing at red, using power attack and arcane striek
1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
1d10 + 7 + 4 + 1 ⇒ (8) + 7 + 4 + 1 = 20

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Talondreal finishes off black while Trutzburg and Saint Gudule hammer the red troglodyte.
Combat Over!
The only loot these creatures carry are javelins and masterwork falchions.
There is a door leading south and a door leading west.

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Saint Gudule smirks at Baied.
"Chaos has its ways that even chaos ignores." he says, admiring the beautiful, yet ephemeral display of gore provoked by his barbed chains.

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Finding no traps, you open the door. In the center of the room is a fire pit with a sizable blaze crackling away. On either side are two tables with four chairs each. The remains of several small subterranean creatures—mostly rats and lizards—cover the tables. It seems they were being eaten raw. Along the walls are several barrels, one of which is full of javelins. There are doors to the east, west, and north.
There is a creature in the pit watching you that is about to attack!

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The half elf will look around as they enter into the new room
1d20 + 13 ⇒ (7) + 13 = 20

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Saint Gudule: 1d20 + 1 ⇒ (13) + 1 = 14
Barm: 1d20 + 6 ⇒ (6) + 6 = 12
Trutzburg: 1d20 + 2 ⇒ (7) + 2 = 9
Baied: 1d20 + 1 ⇒ (12) + 1 = 13
Regnum: 1d20 + 11 ⇒ (7) + 11 = 18
Talondreal: 1d20 + 2 ⇒ (17) + 2 = 19
enemies: 1d20 + 5 ⇒ (5) + 5 = 10
You're surprised as a flaming skull attached to a bony snake body comes hurling out of the fire pit at you! Surprise round!
It does a strange, mesmerizing dance....
will save, Talondreal: 1d20 + 12 ⇒ (16) + 12 = 28
will save, Regnum: 1d20 + 6 ⇒ (15) + 6 = 21
will save, Baied: 1d20 + 12 ⇒ (17) + 12 = 29
will save, Barm: 1d20 + 7 ⇒ (17) + 7 = 24
will save, Trutzburg: 1d20 + 8 ⇒ (20) + 8 = 28
will save, Saint Gudule: 1d20 + 9 ⇒ (10) + 9 = 19
And none of you really seem to care.
Initiative Order, Bold May Go!
Map Slide
Talondreal
Regnum
Saint Gudule
Baied
Barm
Enemy
Trutzburg

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Despite its sinister appearance, the snake-like necrophidius is not an undead creature. Rather, it is a magical construct built from the skeleton of a giant snake and then mounted with the skull of a humanoid creature. Fangs are cemented into the jaws of the skull, after which the entire creation can be brought to life by a series of obscure and expensive rituals—these rituals are traditionally well guarded by those who discover them.
As a mindless construct that requires neither food nor sleep, a necrophidius makes an excellent guardian, and its innate stealth allows it to slip up on the unwary undetected. In certain areas, the necrophidius is commonly employed as an assassin, able to disable its quarries with its dance of death or paralyzing bite before disposing of them in a gruesome manner—as long as the assassination doesn’t require any particular intelligence to carry out. Particularly macabre creators might even construct the creature from the skull of a friend or loved one of the intended victim in order to magnify the horror of the assassination, leaving much of the flesh on the skull so the victim can recognize its source. This flesh rots eventually—only freshly crafted necrophidiuses have this grisly feature (although regular applications of gentle repose spells can keep such a morbid decoration fresh for a much longer period of time).
Although a necrophidius is mindless, it can follow the simple commands of its creator. These can include commands to lie dormant until some specific condition is met or to follow and kill an indicated target to the exclusion of all other activities.

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Regnum takes a 5' step to the side, fires, reloads, and fires again!
"What the heck? How did we not see this thing!"
Musket: 1d20 + 15 + 1 - 2 ⇒ (4) + 15 + 1 - 2 = 18
Damage: 1d12 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Musket: 1d20 + 15 + 1 - 2 ⇒ (8) + 15 + 1 - 2 = 22
Damage: 1d12 + 7 + 1 ⇒ (1) + 7 + 1 = 9

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Know arcana: 1d20 + 5 ⇒ (9) + 5 = 14
Probably bacause that necrophidius was wellhidden? Despite its scary appearance, it's not an undead, but a magical construction

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The dragon man moves into the room and attempts to slash the creature, using his arcane strike ability
1d20 + 12 ⇒ (9) + 12 = 21
1d10 + 7 + 1 ⇒ (4) + 7 + 1 = 12

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Barm comes closer and strikes the enemy.
Vital strike - Furious Focus (power attack) +1 adamantine Greatsword: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 4d6 + 12 + 6 ⇒ (1, 3, 2, 5) + 12 + 6 = 29

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Welp, even though its an advanced templated creature, thats still enough damage.
The group falls upon the creature and fells it quickly.
Combat Over!
These things can be really nasty. They have that dance ability you saw above that dazes anyone that fails the will save for 2d4 rounds. Then they bite you with a paralysis effect.

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Opening the door to the west reveals a cavern like hallway that leads back north.
Opening the door to the east reveals a very long hallway that heads south with some doors to the east.

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Box text for the cave hallway "The troglodytes use this cave as one giant latrine. The less said about it the better." lol
Barm sees a chamber at the other side of the "latrine". This chamber is an irregular octagon, and smells terrible. There is no furniture, just piles of makeshift bedding. The room looks like it could easily sleep twelve.
Nothing else of interest is in this room. even with perception checks, this room is empty since you killed the trogs that are normally here in the other room with the barricades.

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Barm returns back and enters eastern hallway.
"Guys, there's nothing in the west we have to go east."
"Regnum, can you check those doors on the east hallway!?"

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Regnum starts checking the doors on the eastern side of the hallway.
PER: 1d20 + 13 ⇒ (8) + 13 = 21 - TOP Door
PER: 1d20 + 13 ⇒ (17) + 13 = 30 - BOTTOM Door
Disable: 1d20 + 18 ⇒ (7) + 18 = 25
Disable: 1d20 + 18 ⇒ (11) + 18 = 29

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Saint Gudule follows absent-mindedly.
"I really don't understand why this tower was built and then abandoned by its owner. What could happen to such a person? And why is the threat ever growing as we go further down?"

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Regnum opens the first door to the east. A wave of heat floods out as the door opens. Inside the scorching hot room are a great anvil, a pool of magma, and a stack of barrels along the north wall. At the great anvil is a snake-bodied humanoid with spines of crackling flame that dance along the creature’s blackened, fiery-red scales.
“You do not belong in this place. Leave or the Awakener will strike you down.”

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Saint Gudule tries to sneak a peek at the snake-bodied humanoid and wonders if he ever heard of such a creature.
Knowledge (any): 1d20 + 5 ⇒ (5) + 5 = 10 probably not ^^

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"Stupid mortals! I speak of mighty Kro’akoth, the Fire Serpent, Prince of Demons. This is his shrine, and you are fools to come here!" he responds to Regnum

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Saint Gudule grins.
"Are we not allowed to pay our tribute to mighty and fiery Kro'akoth?"
Diplomacy: 1d20 + 17 ⇒ (10) + 17 = 27

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@Talondreal: Kro'akoth is a CE deity that led Abyssal armies as a general known as the Fire Serpent until, upon witnessing a great army of gnolls sacrifice themselves for Lamashtu, he decided to pursue true power through the worship of other creatures. His initial followers were troglodytes, but he has expanded into other groups of unclaimed followers, inserting himself into forgotten cults or presenting himself to those who formerly lacked deities or worshiped false ones, not revealing what he truly was in many of these cases
"Stupid, dumb question! Kro'akoth is the awakener." he says to Trutzburg.
"Tributes and respects are not payed here, I do not believe you. Leave this place or die by my hand in the awakener's name." he says to Saint Gudule.

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Saint Gudule: 1d20 + 1 ⇒ (13) + 1 = 14
Barm: 1d20 + 6 ⇒ (11) + 6 = 17
Trutzburg: 1d20 + 2 ⇒ (14) + 2 = 16
Baied: 1d20 + 1 ⇒ (11) + 1 = 12
Regnum: 1d20 + 11 ⇒ (14) + 11 = 25
Talondreal: 1d20 + 2 ⇒ (20) + 2 = 22
enemies: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative Order, Bold May Go!
Map Slide
Regnum
Talondreal
Barm
Trutzburg
Saint Gudule
Baied
Enemy When the single enemy loses initiative, he doesn't tend to last long.
Salamanders are native to the Plane of Fire, where their legions of fierce warriors are much feared by the other inhabitants of the plane. Because some of the stronger elemental fire races enslave salamanders for their metalworking skill and fighting prowess, the salamanders hate the efreet and other inhabitants with a passion.
Salamanders are vulnerable to cold and immune to fire.

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Barm is running for a new victory.
Vital strike - Furious Focus (power attack) +1 adamantine Greatsword: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 4d6 + 12 + 6 ⇒ (5, 6, 4, 2) + 12 + 6 = 35