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Since you had Dran open the door to this new room I have moved him to that door as a starting place.
Dran, sword in hand, casts Divine Favor and then moves into the room, closing on blue.
Fort Save: 1d20 + 5 + 3 ⇒ (16) + 5 + 3 = 24 Smells rosy in here, it does.

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Another brave dwarf moves in and speaks about the scent being completely manageable. Maybe everyone else should also move in? I'm sure it isn't that bad.
Two others move in and get in range of shooting or throwing or something.
The trog being threatened by the Priest of Gorum also drops their spear and responds with violence, exactly what is wanted.
Blue vs. Dran Claw 1: 1d20 + 2 ⇒ (2) + 2 = 4
Blue vs. Dran Claw 2: 1d20 + 2 ⇒ (9) + 2 = 11
Blue vs. Dran Bite: 1d20 + 2 ⇒ (19) + 2 = 21 for BPS: 1d4 + 1 ⇒ (2) + 1 = 3
The claws were obviously feints as the true attack comes from the jagged teeth ripping a chunk of flesh from his leg. Battle is upon you!
Rounds 1 & 2: EEEEWWWW THAAAAT SMELLLL!
Buffs: NA
Kaztor
Bilos
Red Trog
Dran (-3 HP)
Grunigon
Ander
Blue Trog
Halali
Phantom
Bold may act!
Anyone entering the room, please make a DC 13 Fort Save vs. a Stench (Poison). If you fail, you are sickened for 10 rounds.

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Halali hot-foots it over to the doorway, trying to stay out of Shooter's firing lane. She whirls her staff in readiness.
"Ugh! Feet are rubbish. So slow. When do I get to fly, huh? I hate the ground."
Fort vs stink: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
"Storm and Salt! Don't these creatures wash?"

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”Have at you then, big stink,” the paladin calls out as he swings his masterwork hammer at the trog.
Attack 1d20 + 4 ⇒ (7) + 4 = 11
Damage 1d8 + 3 ⇒ (4) + 3 = 7

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"Choirs of angels sing the too thy rest. Well, that and angry dwarves."
Sleep, DC 12, positioned so that blue gets affected first. Eventually. Stupid full round spells.

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"And rubble on the double"
Telekinetic Projectile: 1d20 + 3 ⇒ (3) + 3 = 6
Bludgeoning Damage: 1d6 ⇒ 5

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Apparently the dwarves are tired from killing dogs and spiders and beating up a pikachu. Halali chugs her way up to the room, preparing her staff and barely keeping her trail rations down. Psara begins her spell, ready to finish off the foes with one magical incantation.
Bilos whips a rock at his foe, but almost hits Kaztor. Which throws off the paladin's aim as well, ugh! This fight is tough. The Trog unleashes more claws and bites, trying to rip Kaz into pieces.
Red vs. Kaztor Claw 1: 1d20 + 2 ⇒ (3) + 2 = 5
Red vs. Kaztor Claw 2: 1d20 + 2 ⇒ (12) + 2 = 14
Red vs. Kaztor Bite: 1d20 + 2 ⇒ (15) + 2 = 17 for BPS: 1d4 + 1 ⇒ (3) + 1 = 4
And comes back with a happy chunk of flesh in his mouth, blood dripping down his neck and chest.
Round 2: EEEEWWWW THAAAAT SMELLLL!
Buffs: NA
Kaztor (-4 HP)
Bilos
Red Trog
Dran (-3 HP)
Grunigon
Ander
Blue Trog
Halali
Phantom
Bold may act!
Anyone entering the room, please make a DC 13 Fort Save vs. a Stench (Poison). If you fail, you are sickened for 10 rounds.

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Seeing the crowd Grunigon doesn't even try to sling a rock through it. He switches to a dagger and moves into the room Fort Save: 1d20 + 3 ⇒ (8) + 3 = 11 choking and gagging on the stench....

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Dran acts before you Ander, not that it matters much.
With the blessing of his deity Dran swings at the Trog.
MW Greatsword: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 152d6 + 4 + 2 ⇒ (3, 6) + 4 + 2 = 15

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It is excellent flavor and tactics. PbP is really hard to manage things like readies and delays. Calling out a request like that and communicating tactically is actually a really good idea.
Ander's bullet drills the creature in the chest, it stumbles back a bit but hisses at Dran as he brings his sword up and through it, chopping its face in half. Like a slow motion scene, half the head slowly slides to the ground and then the body follows. The smell might be gross, but that was disgusting!
Grunigon moves into position and seems to have an unsettled stomach from the carnage.
Rounds 2 & 3: EEEEWWWW THAAAAT SMELLLL!
Buffs: NA
Kaztor (-4 HP)
Bilos
Red Trog
Dran (-3 HP)
Grunigon (Sickened 9 rds remain)
Ander
Blue Trog (Dead AF)
Halali
Phantom
Bold may act!
Anyone entering the room, please make a DC 13 Fort Save vs. a Stench (Poison). If you fail, you are sickened for 10 rounds.

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”Submit to the power of Torag, vile monster,” the paladin calls out as he swings his masterwork hammer at the trog yet again.
Attack 1d20 + 4 ⇒ (16) + 4 = 20
Damage 1d8 + 3 ⇒ (4) + 3 = 7

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Psara finishes casting her spell! And with Blue down, she can place it so that only Red is in the area. (DC 12 vs. naptime)

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Halai enters the troglodyte den to confront the remaining beast.
Already rolled vs stench last turn.
If the trog is still standing, Halali attacks. If it's asleep, she stands over it ready to deliver the killing blow (basically waiting on a group decision to either CdG or take it prisoner).
sansetsukon: 1d20 + 5 ⇒ (16) + 5 = 21damage: 1d10 + 4 ⇒ (10) + 4 = 14

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Will DC 12: 1d20 ⇒ 19
The Trog shakes its head and yawns, but otherwise doesn't seem disturbed by the spell. Jerk, that thing took forever to cast!
Halali moves up and crushes its skull. Just a simple dent left in the side of the creature's head. It doesn't even look that bad. Shiny blood drips down its neck from an ear and the Trog collapses to the ground.
Combat Over!
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.

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Grunigon struggles to breath without vomiting. Maybe the stench will decrease over time now that the things are dead.... He tries spitting on them, but eventually just turns to examining the racks on the walls. Maybe there might be something of value left here after however many years?
"Pity there aren't any windows we could open to clear the stench. Maybe tossing the carcasses out would help?"

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"If you're planning on moving in, go right ahead and clear house" Halali grins at Grunigon.
"Place is far too enclosed for me. Maybe there's a nice roof-top garden though?"
She peruses the weapon racks to see if anything might be of use or value.

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I ain't touching the stinky things...are you daft? Ander says as he stays out of the room. He blows any residue out of his gun's breech and carefully loads another shot.
Hey...is there a buckler in there? Wanna try it out and see if works with me boomstick... he asks the others.
forgot to buy one...silly dwarf!

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”Lets get out of the stink. Anyone see any other exits out of here? I’m never getting this smell out of my armor.”

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Sword still in hand Dran, looks about for more threats. Where next? he breaths, seemingly unaware of his small wound.

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Ander digs through the piles of rusty metal and somehow doesn’t end up with tetanus. His OSHA compliant leather gloves and sleeves probably helped. He hopes to find a buckler and his eyes light up when a small round shield is located.
Sadly though, it is just a bit too big to wield without also using his hand to hold it.
You all locate a masterwork silver dagger, a masterwork light steel shield emblazoned with a leaping dolphin, and a banner depicting a bird made of living flame.
There are two doors out of the room. One presumably leads to the central staircase.

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Kaz leads the others to the southern door, leading to the next unexplored room. ”You all ready for this next room? No telling what kind of creatures might live in there!”

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"Go ahead" Halali agrees "as soon as I've stashed these, er, important historical artefacts. Yes."
She stows the phoenix banner - and the more martial items if nobody takes them to use.

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Figures...hard to find a buckler sized right for a dwarf...must be out thick stubby arms... the shooter says as he tosses the shield away.
Onwards... he starts walking as he grabs a chunk of jerky and chews on it.

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Grunigon watches as Ander goes through the mess, finding a couple of useful or valuable items. "I'll take the dag if nobody else wants to use it? I use lighter weapons than most...."

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Kaztor and Ander check out the earlier reported empty room (reported by the phantom). As they check out the door they notice a poorly constructed javelin trap on this side of it, pointed through a small hole into the room. It is easy enough to disable by simply removing the javelin.
Inside the room… this octagonal room is covered in a fine layer of dust. It’s clearly been abandoned for a long time.

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Once the trap was disarmed, Kaz walks into it, looking around for anything that might be hidden. ”Dont see anything kf interest here…”

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"Is that the whole of this level? Let's try the central door, maybe the stairs aren't blocked here."
"Roof garden. Right?"

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Halali bravely checks the last door and happily finds a sturdy stairwell leading up into the darkness. About fifteen steps up is another landing and a single door (locked). There are also more stairs leading even higher up the tower.
Next level up or keep heading up higher?

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Psara boldly checks behind the door for the team.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

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Grunigon hears 'locked door' and digs out his tools moving up the stairs. "Lemme take a quick look at the door...."
Disable Device to unlock?: 1d20 + 6 ⇒ (5) + 6 = 11
When the attempt fails he shrugs and peers close at it, "This might take a bit more time." and tries again.
He's only got +6, so if the lock takes 26 or less it would technically be Take 20. If higher he'd eventually figure out that he can't open it?

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The phantom sees a large double room with two alters at each end. But much more importantly are two skeletons that appear to literally be on fire, but still walking around. They notice her and rush at her right before she slips back through the door to give her report.
It will take 20 to get in if that is your intent. I will put up the map when I get a chance. Also, Religion check to ID the skeletons. Any can roll.

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Ah Skill checks; my nemesis. lol I do wish this game would fix cleric (and warpriest) skill points.
Dran stands close to Grunigon ready to defend him if needed. When the phantom reports Dran will prepare by using his War blessing on himself just before the door is opened.

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If Kaz is warned about the undead, he advises the group that he wants to move forward and smash them to put them out of their misery.

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Grunigon struggles with the lock. Some sort of undead on the other side of the door? Well, they'll know that I'm working on the lock if they are listening! He continues until the lock finally clicks open, then quickly gets out of the way.
The others are much more suited to destroying those things!
Take 20 to open the lock, then hustle out of the way of those that want to charge the undead!

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The rogue carefully and cautiously takes out his lockpicks and works the problem, fiddling here and there until a 'click' is heard and he steps back with a nod. The door swings open with a jerk and two skeletons that are on fire scream wordlessly at the group as they turn back to the door to attack!
Initiative
Halali: 1d20 + 2 ⇒ (7) + 2 = 9
Dran: 1d20 + 1 ⇒ (16) + 1 = 17
Grunigon: 1d20 + 4 ⇒ (9) + 4 = 13
Bilos: 1d20 + 5 ⇒ (8) + 5 = 13
Phantom: 1d20 + 2 ⇒ (17) + 2 = 19 (-1 if Xev)
Ander: 1d20 + 5 ⇒ (17) + 5 = 22
Kaztor: 1d20 ⇒ 19
Enemy Skeletons: 1d20 + 6 ⇒ (9) + 6 = 15
Round 1: You coulda just not opened the door, ya know?
Ander
Phantom
Kaztor
Dran
Skeletons
Bilos
Grunigon
Halali
Bold may act! Trained K: Religion to ID, though the base creature is a skeleton and thus a very common foe. Therefore I will assume you ALL know automatically that they have DR 5/Bludgeoning.

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They are depicted as flamin skulls. Refresh if you don’t see them.

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Kaz moves to the closest skeleton and tries to bash it with his hammer.
Attack 1d20 + 4 ⇒ (4) + 4 = 8
Damage 1d8 + 3 ⇒ (7) + 3 = 10
Could someone move me, please?

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Psara rushes toward Blue and readies an attack for once she's corporeal again.
Bludgeoning Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Sadly, I can fluff their attacks however I want, but it still only counts as "punch".

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Knowing that the enemy will resist his blade Dran has switched to his flail, choosing to two hand it. He moves in and attack Red as well. He choosed to increase his attack bonus with his War blessing this round.
Cold Iron Flail: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 181d8 + 4 ⇒ (5) + 4 = 9