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Reclaiming Honored Land
Forlorn Mountain Pass


DM Addison 
Thursday June 9th, 2011 2:15:41 AM

Boomy returns to the group and tells his story of what he saw: Mercutio battling the ants, and after being mortally wounded, fire erupting from his very body, and eventually generating the explosion.
Wisdom check DC 10 to remember what Mercutio said, Highlight to display spoiler: {"Strike me down and I shall become more powerful than you can possibly imagine. "AND "The great Fhorge cannot hold the Old One's power forever."}

What could that mean? What of the ants and that demonic voice? The explosion? These cannot be normal occurances, can they?

Devlin hands his sword to Braugh for a backup weapon and reveals the contents of his heart: that responsibility gives purpose.

Tahni identifies the Earring to grant the effects of Endure Elements for as long as it is worn.
The ring is just another good old fashion Ring of Protection+1. The orc's dual Scimitars are masterwork, with fine engravings.

Everyone looks for food and a safe spot to set up camp, the sun will be setting in a few hours. It seems that your entire battle and escape took the great majority of the day.

Your stomach growls. There is enough dried oats in the remaining carriage for about 2 or 3 meals. They are somewhat burnt and taste of charcoal from the fires.

There is little natural vegetation here, just a rocky slope both above and below you, as your path looks like that.

The group searches for a place to camp, but there are no caves lining the rocky slopes,Daya says it would be several more hours march to the nearest cave. Do you guys want to push it? If not, it seems you must camp in the open road tonight.

Tahni takes her adamantium dagger and cuts the molten lava from the elderly Dwarven woman's knee. She howls in agony and bites on a piece of rope. Careful application of a healing spell while removing the rock seals the wound well. Now she just needs some rest.

Everyone seems to be either Fatigued or Exhausted, do you camp now or march into the night to the nearest cave that Daya spotted? Will take some fort saves to do a forced march.

(OOC: Yes, we are medium progression on experience and levels. Please keep track of experience and where it came from on your character sheets, hero points too. ;)

Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday June 9th, 2011 3:48:33 AM

Tahni clips the earring to her ear, and smiles - perhaps for the first time of the day. She may be a dwarf in the middle of a barren land, but she is still a woman who enjoys the finer things. She conveys what she has learnt about the ring and scimitars to Devlin as she hands them back to him.

"Daya advises that there is a cave some distance ahead." she relays to the party "If we push, we may make it there before nightfall, though what we might find inside is unknown. There are a number of wounded, and I know the refugees could use a nights rest, but is it safe enough to stop here for the night?"


Boomy HP 17/20 AC 17/17/16  d20+5=18 ;
Thursday June 9th, 2011 9:15:39 AM

Boomy stops to stroke his beard for a moment. Wait, there was something else. The seemed to be talking gibberish, or at least I thought so. The man exploded himself, maybe he has powers and could do it. I don't know. Anyway, he said "Strike me down and I shall become more powerful than you can possibly imagine. "AND "The great Fhorge cannot hold the Old One's power forever." I thought he was just trying to act scary an didn't mean nuttin by it. But like I said, I never heard of noone blowin themselves up like that either.



Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+12=28 ;
Thursday June 9th, 2011 9:54:17 AM

"Cave could mean a fight, that's for sure. But it would be safer in here than out there. I think it's worth the risk."

The druid takes his teenage recruits and goes scrounging for bugs, grubs, plants, and any small game they can find. Protein is protein.

He comes back with their "bounty", such as it is.

OOC:
Survivial to forage: 28



Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28  d20+9=27 ;
Thursday June 9th, 2011 3:48:53 PM

"Kreyton is right, we need shelter, water and food, in that order. Right now, I'd rather a fight with a bear or some wolves over a cave than being caught out in the open by... Domi knows what."

Bruagh voices his opinion to push on for a few more hours. Exhausted as he is, he will still carry any refugee, whether young, old, or infirm. He will either carry one the whole time or switch back and forth carrying those who need it the most at the time.

Fort Check: 27 for forced March and carrying refugees if needed.



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20 
Thursday June 9th, 2011 6:26:37 PM

Devlin gives Tahni the ring, You've been beat aroun more than most of us. It's scant protection but its better than what ye got now.

Looking at the group the rogue nods. It will be tiring but I agree that a cave will be better than this open scrap of land. I will take point, Tahni can you have Daya lead the way?



Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+7=22 ; d20+7=8 ; d20+7=24 ; d20+1=10 ; d20+4=7 ; d6=2 ; d6=4 ; d6=2 ; d6=5 ; d6=5 ; d6=2 ;
Thursday June 9th, 2011 10:55:25 PM

"Interesting" Tahni comments as Boomy relays Marcutios last words. She wracks her brain trying to piece them to anything from her learnings (Knowledge History: 22, Local: 8, Religion: 24)

"Thankyou Devlin. I am rather fond of it" she says blushing, as she slips on the ring.

Tahni then prepares for the long march to the cave (Ignore the D20+1 roll - I thought the check was CON based instead of Fort. Fort Save vs Forced March: 7 = Fail.)

OOC: For anyone that fails their Fort save vs the Forced March, Tahni will use her Calming touch to relieve them of their Fatigued Status, as well as cure the non-lethal damage. 6 touches remaining for the day = 2, 4, 2, 5, 5, 2 non lethal healing respectively

========================
Spells Currently in effect: None
Energy Channels: 4-2=2
Calming Touch: 8-2=6
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil, Comprehend Languages

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1


Boomy HP 17/20 AC 17/17/16  d20+6=25 ; d20=3 ; d20=1 ; d20=19 ; d20+4=8 ; d20+2=12 ; d20+2=7 ;
Friday June 10th, 2011 10:20:15 AM

Boomy offers to let the others ride his horse and walks through the scab. He wonder's about the Fhorged and if they shouldn't be asking for his permission of protection as they travel through these lands. Not being the most knowledgeable in this subject, he asks the group their thoughts.

When Tahni identifies the groups items, Boomy asks if she figured out what the Luna Ring does.

Actions
===================
Lend horse to others.
Fort Save (forced march) = 25
Knowledge Religion (should they ask Fhorge's permission or protection) = 3
Knowledge Geography (should they ask Fhorge's permission or protection) = 1
Knowledge Local (should they ask Fhorge's permission or protection) = 10
Perception (Looking for traps) = 12
Perception (Looking for enemies) = 7
Survival (aid in gathering food) = 8

ooc: Am I correct that as far as we know the broken +1 cold iron short sword of wounding is not going to be able to be fixed anytime in the near future since wounding has a CL of 10, and to fix it with Make whole you would need a CL of 20? Could we fix it (+1 swords require a CL of 3 to fix with make whole) and then restore the magical properties at a later date?

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20  d20+1=5 ; d6=6 ;
Friday June 10th, 2011 1:11:19 PM

Devlin trudges along with the group but the adrenaline rush from the fight mixed with days of little sleep and sparse rations takes it toll. He begins to lag behind a bit. Make sure the refugees take turns riding on the wagon and keep an eye on the mules we cant afford to loose anymore.

Fort save = 5
Subdual = 6

ooc: we take d6 subdual for a failed forced march and are fatigued right? Also it looks like if the subdual damage is removed so is the fatigued condition.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday June 10th, 2011 10:53:00 PM

Ooc-I'll be posting again very soon. Hectic week/weekend with life stuff.

David

DM Addison 
Saturday June 11th, 2011 2:37:19 PM

The group unanimously decides that seeking the shelter of a nearby cave is the best idea, even if it means a fight and further exhaustion.

Boomy discusses what he learned from his recent near-death experience. He and Tahni's knowledge of history reminds them that the great Fhorge is an awakened mountain power that holds a great number of other Powers under its dominion.

You all should know this from the Woldopedia on The Scab:
Fhorge is the largest volcano in the mountain range and is always active. He is now tasked by the gods to act as a spiritual jailor for the creatures that were of such power that their destruction was not possible. Recently the Old Ones, called The Demons by some, have been able to reach through the barriers he had constructed due to the scabs contact with Culverwood. They seem to be learning how to break their bonds not through escape, but by becoming one with the prison, just as Fhorge is. It limits them to the region, but it is better than no power at all in their minds.

Tahni's knowledge of the planes reminds her that these Demons can use mortals as conduits....

Braugh finds that there are a number of small gnomish children who want to be carried and Tahni has to use one of her restorative touches on a Donkey, as they are pulling much of the load. Two teenagers also request some magical aid (And probably Devlin too) so that they may accompany Kreyton who promptly shows them how to pull grubs from rotted logs. As a matter of fact, you gather enough bugs to make a stew if you want....mmmmmmmm

You eventually make it to the cave.

The mouth is about 40foot wide and saying a quick 'hello' reveals quite an echo, so it must be deep.


Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28 
Saturday June 11th, 2011 3:53:43 PM

As they reach the mouth of the cave Bruagh sets the gnomish child that he has been carrying down. Upon hearing that Kreyton found some grubs Bruagh smiles and then jokes, "You know, I've heard that in some Dwarven settlements, a special breed of grub was farmed, to ensure there would be a steady supply. They were supposedly delicious, and considered a delicacy, almost like Ironbloom Mushrooms. Ironblooms, now that's a delicacy."

Bruagh thinks a moment before speaking again. " Let's have the bulk of the refugees stay up here, and keep a look out, heck, maybe even start making preparations for the dinner, while the group of us goes in and checks the cave to make sure it is safe. I'll be going in..."

Bruagh takes his shield off of his back, readying it and his Dwarven Axe. "Who else is going with me?"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20  d20+8=20 ; d20+6=15 ;
Saturday June 11th, 2011 4:09:42 PM

I will scout a way ahead if Tahni can give me a boost before I go, that trek took a lot out of me. Once refreshed Devlin will lead the way into the cave, eyes easily adjusting to the dim light. Quickly he attunes his senses to the cave and searches out any dangers or residents. His crossbows are held at the ready.

Stealth = 20
Perceptions = 15 (17 for stonework, 18 for stonework traps)

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+11=20 ; d20+6=10 ;
Saturday June 11th, 2011 5:43:39 PM

I'll go in with you. I'll hold up the rear

Action

Stealth=20
Perception=10 (yikes)

Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=9 ; d20+10=16 ;
Sunday June 12th, 2011 10:24:29 PM

"I'll stay behind and treat the wounded. I'll also keep an eye out the front of the cave, just in case we've been followed" Tahni advises. Unfortunately Tahni is also interested in looking at the book provided to her by Tina Cloverdale, so she doesn't pay much attention to her surroundings ((Perception: 9. Heal: 16. Cast Comprehend Languages and reread the old book)

"There's not a lot more I can do to aid you Devlin at the moment , but I'll be ready to join you should you call out for aid"

OOC: I'm assuming all of Tahni's Calming Touches were used to removed the fatigued status and the non-lethal HPs from everyone

========================
Spells Currently in effect: None
Energy Channels: 4-2=2
Calming Touch: 8-8=0
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1

Addison: Naw, you got enough to give your teamates a rest blast. Heroes are priority afterall.


Boomy HP 17/20 AC 17/17/16  d20+6=16 ; d20+9=12 ; d20+9=10 ; d20+9=18 ; d20+9=12 ;
Monday June 13th, 2011 8:43:41 AM

Boomy wonders if he should join the others. He has no fear of what they might discover, however his stealth skills have been lacking this journey despite his extensive training. Don't forget me. I'll enter behind Braugh. Once again his stealth skills are just above average, but entering behind the armor clad dwarf in front of him who makes no attempt at stealth causes him to feel better. Cautiously he keeps his eyes open for traps and danger.

Actions
-------------
Draw weapons
Stealth = 16
Perception to look for enemies = 12
Perception to look for traps = 10
(ignore the other two d20+9s. I started typing again and every key stroke gave me another roll)

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+9=21 ; d20+10=24 ;
Monday June 13th, 2011 3:26:15 PM

Not exactly stealthy, Kreyton lets the scouts enter the cave first, keeping about fifty feet behind them. Luckily their vision keeps them from having to use any sort of light here, which would be a dead give away.

He examines the cave entrance as they move in, looking for any signs of habitation.

OOC:
Knowledge Nature: 21, Perception: 24: Looking for signs of animals in the cave (Bears, etc).

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28 
Monday June 13th, 2011 4:12:31 PM

OOC: I've always hated when fully armored unstealthy characters try to sneak... All that metal clanging... yeah.

DM Addison 
Tuesday June 14th, 2011 12:11:48 AM


Tahni uses her powers to restore Devlin[b] as he goes into the cave first, followed by [b]Braugh, Boomy, Sam and Kreyton

Devlin notices tracks in the antechamber of the cave mouth, a 50foot diameter room.

This place seems safe enough, but there is a long 10foot wide hallway in the back that seems to go on forever.

I take you explore this as well.40 feet in Devlin sees some very unsturdy stonework. The boards and planks seem to be nicked in vital places, as if a simple kick would bring the whole tunnel tumbling down.

Meanwhile, Tahni studies the ancient text that Ms. Cloverdale saved from the orphanage library.

You see on the front cover it is dated back to the 2nd age, before the Dwarves were scattered from The Scab. It seems as if the book had been mass produced for a short number of years before the downfall of Clan Durendal. It is probably priceless. The authors are listed on the front page as Avor Durendal, Jestin Durendal, and Cor Turok.
You open and examine the pages. The book is a manual for the construction of mineshafts. Detailed explanations for making elevators, proper support beams and the like. Very technical. This is the kind of book that could take a novice of engineering to create some elaborate pieces of architecture.

But the last two pages are different. They are made of a rough papyras. One page holds a crude drawing of underground mine shafts. Seemingly dark and red.

There is a scribbled handwriting on the back of that page. Please roll a linguistics check to read it.
DC 15: Highlight to display spoiler: {Its in the geometric early dwarven language. You cannot understand some of the words. But you definitely make out a dwarven word akin to "forsaken" maybe?}

DC 22 linguistic check, you get +2 if you know infernal : Highlight to display spoiler: { The language is actually a cross between dwarven and an old Infernal tongue, it says, "The forsaken come to reclaim their birthright."}
Your comprehend languages allows you to read it.

In contrast to the previous low-skill level drawing, the last papyrus page holds a vastly artistic drawingRuins

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20 
Tuesday June 14th, 2011 12:58:10 AM

The cave seems to be safe but I would advise against going to far into the tunnel. I say we rest for the night and in the morning we can try to gather some food and maybe check further back into the tunnel. What do the rest of you think?

Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+7=21 ;
Tuesday June 14th, 2011 1:31:21 AM

"'The foresaken come to reclaim their birthright'. Interesting. The old ones perhaps?" Tahni wonders aloud. She looks about the refugees to see if her words sound familiar to anyone, or make anyone particularly uneasy (Sense Motive: 21)

While the rest of the party explores the cave, Tahni moves amongst the refugees treating various cuts and scrapes, not to mention exhaustion and dehydration. Alemi has seen fit to bless her with nourishment for the children, but the food supplies for the adults will not last long. She takes a moment to check on Dende and Tina.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday June 14th, 2011 11:03:49 AM

I'm with Devlin. This cave should protect us. Only one direction to watch for trouble...and only one way to escape.

Sam starts setting his bedroll up in the cave.

Ooc- My phone does not allow for d20 rolls. I moved and will have home internet in a day or two. Matt, can you make vital rolls for me in the mean time?

Devlin: OOC - Can do, good luck with the move.

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 22/28  d6=5 ; d6=5 ;
Tuesday June 14th, 2011 3:52:24 PM

"I agree, two guards per shift? One at the mouth of the cave, the other where the tunnels begin perhaps? Maybe three four hours shifts. I'll take which ever shifts people don't want. I am fine to stay up now, I can wake up in the middle, or I'll wake up early. Just leave me whatever shift no one else wants."

Bruagh, before settling in for the night, or at the end of his shift, will, assuming nothing happens, and no one else needs it worse, use his last two Lay on Hands for the day so as not to waste them.

Lay on Hands x2 - 10hp.

Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d6=6 ; d6=3 ; d8+1=6 ; d8+1=4 ;
Tuesday June 14th, 2011 8:21:17 PM

Likewise, before the end of the day, Tahni will use her last remaining healing spells.

Healing Burst: Healing Everyone for 9pts
Cure Light Wounds: 6 and 4 respectively

That should put everyone back at full HP.

========================
Spells Currently in effect: None
Energy Channels: 4-2=2
Calming Touch: 8-8=0
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1


Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Tuesday June 14th, 2011 9:33:34 PM

"I'll take an early or late watch. We should try to split up those with good eyes and ears. Mine are pretty good."

He sees to the "camp" and settles in for his watch.

DM Addison  d20=1 ;
Tuesday June 14th, 2011 9:47:48 PM

The group decides to camp in the large antechamber for the night, steering clear of the back hallway, not knowing where it leads to.
Healing is done and food is eaten.... grubs.

Perception checks?

Meanwhile Tahni ponders the meaning of the book, coming to a solid conclusion.

The book.
The voice from the ants.
The possession of Mercutio.

Is something happening?

The refugees are clueless, you seem to have all the information.



Boomy HP 17/20 AC 17/17/16  d20+9=24 ; d20+9=25 ; d20+6=15 ;
Tuesday June 14th, 2011 10:04:37 PM

Boomy takes which ever watch is still available. After setting up camp he takes his time to locate a spot in the shadows and positions himself so that he can keep an eye on everything without being seen. As he watches and waits, he ponders the mysteries of the Fhorge. could Tahni's book be somehow related? Could the powers Fhorge had imprisoned be the Forsaken that Tahni read about?

Actions
==========
Stealth to hide in shadows, (Take 20 if possible, if not 15)
Perception to spot enemies / danger = 24
Perception to find traps = 25

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=22 ; d20=12 ;
Tuesday June 14th, 2011 11:25:03 PM

"Hey, gnomish" Tahni says trying to get Sam's attention "We got hold of some armor a few days ago that looks a bit more resilient that what you have. If you're going to be travelling with us, it might help keep you safe" Tahni then pulls a Duergar Adamantine Chain Shirt from her pack and offers it to Sam.

Tahni settles in for the night and awaits her turn on watch. She considers using a cantrip to create an aroma of lavendar or sandalwood to help everyone relax, but thinks better of it. "There may be something nearby with a sensitive nose" she cautions herself.

While on watch, Tahni will also examine the walls and rocks of the cave. If it had been a mine entrance, perhaps some crafting materials or ore might be present. (Take 10 on untrained Dungeoneering Knowledge check to determine mineral/stone/metal vs DC10: 13 = Pass.)

Perception: 22. Stealth: 12

Assuming a full rest hasn't been had .... yet
========================
Spells Currently in effect: None
Energy Channels: 4-4=0
Calming Touch: 8-8=0
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 -

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1


Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 22/28  d20+3=7 ; d20=3 ;
Wednesday June 15th, 2011 5:50:54 AM

Bruagh also hopes to finds some precious metals near the mine entrance.

Profession: Miner 7
Perception: 2

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=30 ;
Wednesday June 15th, 2011 9:01:59 AM

On first watch, Kreyton keeps his eyes and ears unusually sharp, wary of the dangers of the Scab.

He ponders the nature of what's occurred, and tries to plan for what's to come.

"All the signs point to fire in our future. We should be ready for it, and wary when we come to any natural sources of fire. The land holds power, and that power will manifest."

OOC:
Perception: 30

Boomy HP 17/20 AC 17/17/16 
Wednesday June 15th, 2011 10:12:38 AM

ooc: Braugh, I was reading some back posts and just noticed where you talked about needing more weapons. I have an Adamantine Guisarme, The Broken Cold Iron Short Sword of Wounding +1, and daggers in cold iron, glass, and alchemical silver. Let me know if these would be of any help. I can always stick to my monk weapons and fists. Boomy only likes them for RP reasons, having disarmed the enemy. He is very inefficient with them.

As mentioned earlier, I think the broken cold iron short sword can be repaired with magic, but no one is high enough level to let it retain all of it's magic abilities.

Zach I still have one, it was mostly just pointing out that, if things got bad, Bruagh was down to only one weapon, having tossed the Addy Handaxe to Captain Redforge while prisoners of the pirates, and giving Baenors son his backup Warhammer before he perished by Mercutio's Fireball.

When I get him up to speed, Bruagh would like to keep an axe, a hammer, and a pick on him at all times. You just never know. Maybe Bruagh will find an old pick at the abandoned mine along with some adamantine and mithril ignots. Oh, and some Ironbloom Mushrooms. While we are at it, may as well hope for a long forgotten cask of the Lost Halls Porter lol.

Hey, If I'm going to dream, may as well dream big eh?

Boomy HP 17/20 AC 17/17/16 
Wednesday June 15th, 2011 2:17:15 PM

Is it too late to search the bodies of the refugees who perished?

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20  d20+6=22 d20+11=22
Wednesday June 15th, 2011 2:50:45 PM

For Sam:

Thank you Tahni but I don't think I will be wearing that unless one of you Dwarves can tailor it for me. Its a bit large right now. Sam will take first watch, he softly hums a tune to help the weary group fall asleep easier.

Actions:
Use a Bardic performance to help put those that need it to sleep.
Perception = 22
Stealth = 22

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20  d20+8=25 ; d20+6=18 ;
Wednesday June 15th, 2011 2:56:34 PM

I will take the last watch if that's where you need me. Sam i'm sure Braugh can fix up the armor for you once he gets access to a proper forge. Devlin falls into a restless slumber. During his watch he keeps an eye on the rear tunnel making sure he is well hidden deep within the shadows.

Actions:
Stealth = 25
Perception = 18

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28  d20+8=18 ;
Wednesday June 15th, 2011 6:11:28 PM

Bruagh hears Tahni and Sam talking about the armor that is overside for the Gnome. "I have my tools with me, but no forge. However, I may be able to make at least enough of an adjustment that it will fit and provide some protection. I make no promises.

Bruagh will, if he feels it will not harm the armor in anyway, will try to make a few "temporary modifications" so that the medium sized chainshirt, will qualify as small. Perhaps doubling it over in areas. I'm sure if it were at all possible, there would be a somewhat loss of armor bonus, and increased armor check penalty, etc. But hey some protection is better than none right?

If it will cause damage to the armor, forget it.

Craft Armor: 18

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20 
Wednesday June 15th, 2011 7:03:28 PM

For Sam,

Don't worry about it Braugh, I would rather you do it right. I like the mobility of what I have on right now.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday June 15th, 2011 11:49:48 PM

Ooc- home internet in 2-3 days. Thanks for posting Matt.

DM Addison 
Thursday June 16th, 2011 4:45:42 PM

(OOC: Sorry guys, got tied up with research yesterday.)

The group decides to stay within the confines of the large antechamber and a watch is set.

The grubs are not that delectable, but noone is hungry.

In the middle of the night, Kreyton hears a low growl and looks to the mouth of the cave to see a large brown bear.

It stands in a threatening position... and behind it you see two cubs.


Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 
Thursday June 16th, 2011 5:40:32 PM

OOC: Will wait on a post from Kreyton before posting... otherwise... checking in.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday June 16th, 2011 10:20:37 PM

OOC: ditto :)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20 
Thursday June 16th, 2011 11:03:27 PM

OOC: Same for Sam and I

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday June 17th, 2011 8:33:14 AM

Ooc-I think Sam is sleeping, so he'll keep doing that. Internet hook up saturday...

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Friday June 17th, 2011 10:56:55 AM

"Well hell. How did I miss the bear signs in my searching earlier.".

He considers this for a moment.

"The hell do I know about bears?"

He backs slowly up, and over to where Boomy and Braugh are sleeping, kicking them hard enough to wake them.

"Bear" he says by way of explanation.

DM Addison 
Friday June 17th, 2011 11:46:21 AM

OOC: You did not see any signs of bears in here. Perhaps they are running from the burning forest below you?

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28  d20+3=22 ;
Friday June 17th, 2011 3:51:54 PM

Braugh snorts as he catches Kreyton's kick to the ribs. He sits up, sees the bear and the cubs and immediately reaches into his pocket and pulls out a red, square piece of cloth and waves it in front of the bear as he whispers soft words, trying to calm the mother bear.

"It's ok, we don't want to hurt you. Look at your babies, those are fine cubs you have there. They are beautiful, it's ok. You know, it's probably safer for you and your babies further up in the mountains. Go ahead, it'll be alright, keep on moving. That's it. Good momma, Good momma bear." Bruagh stays calm and keeps his voice calm and unthreatening. He sure hopes the cloth calms the animal as he was told it would.

Lotto Item - A red, square piece of cloth. When waved, calms animals via the casting of the 1st lvl spell Calm Animals. 1 use only, then becomes normal cloth.
Handle Animal: 22

Edit: OOC: Addison, you get my most recent email?

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Saturday June 18th, 2011 1:53:54 AM

Tahni sleeps relatively peacefully. The blows to the head she has taken from recent days may have contributed to this...

Boomy HP 17/20 AC 17/17/16 
Saturday June 18th, 2011 12:32:17 PM

Boomy wakes and jumps to his feet. His first instinct is to attack, but Braugh is too quick for him. Instead he he goes into full defense and waits to see what will happen. If the bear attacks, Boomy will yell loud enough to wake the others.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Saturday June 18th, 2011 11:38:21 PM

ooc-checking in

DM Addison 
Sunday June 19th, 2011 1:09:03 AM

Kreyton wakes the group and Braugh rises with a very helpful item.

He waves the red cloth in front of mamma grizzly and makes an nonthreatening posture. She does not understand common, so your specific words fall on deaf ears, but the meaning is conveyed nonetheless.

The bear goes back on all fours and looks about the interior of the cave. She then turns and exits, walking slowly with her cubs.

Braugh gets a hero point!

good job, the rest of the night is uneventful and everyone is well rested the next day.

The Forlorn Mountain Pass is long still, breakfast must be quick.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20  d20+1=5 ; d20+3=20 ; d20+6=7 ;
Sunday June 19th, 2011 12:48:37 PM

Devlin takes his watch unaware of the "intruders" during the night. In the morning he helps with preparations including trying to find more grubs or plants to eat. He looks under a few rocks but the thought of eating more bugs keeps him from looking very hard.

Once on the road again he resumes work on the woodcarving he started yesterday. It begins to take definite shape now, the axe head being fully fleshed out. He works on some smaller details as the day goes on.

The woodcarving keeps him from noticing much around him today as he seems fully engrossed in his work.

Actions:
Survival = 5
Craft woodcarving = 20
Perception = 7

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+5=13 ; d20+3=4 ; d20+8=17 ;
Sunday June 19th, 2011 10:19:38 PM

OOC: I'm assuming Tahni didn't find any rocks/ore of note to stick in her pack...

Tahni does what she can to help find food. There doesn't appear to be much in the way of edible moss here, but she continues to look anyway(Survival: 13). "I expect it will get colder as we get higher. Make sure you have something to wrap around youselves, just in case" she advises the refugees.

Noticing Devlin whittling away at some wood, Tahni offers some suggestions to help him - though it would seem he would be better off ignoring her. "Hmmm... the wood looks quite strong. Perhaps you could apply some more pressure to it?"(Aid Another in Crafting: 4 - Fail)

She ensures that everyone is sufficiently hydrated before the party continues its journey (Create Water as needed).

Tahni fastens her makeshift bandana from earlier over her mouth, and prepares to venture on (Perception 17. 20 if the area is considered well lit.)

========================
Spells Currently in effect: None
Energy Channels: 4
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Monday June 20th, 2011 12:01:24 AM

Before they set out in the morning, Bruagh will sharpen his axe on the his whetstone. He makes sure everything is prepared and ready to go before setting off. As they travel he informs the others of their little visitors from last night.

"I wonder what it would be like to ride a bear..."

OOC: Hey Mr. DM... at lvl 5 can Bruagh have a Grizzly Mount as part of his Divine Bond? Pretty please!!! lol.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday June 20th, 2011 12:26:40 AM

OOC: I agree a bear mount would rock, as seen here

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Monday June 20th, 2011 5:59:56 AM

Sam packs his bedroll in the morning and quietly waits for the group to begin the journey.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+12=31 ;
Monday June 20th, 2011 8:16:33 AM

Kreyton wakes and begins his contemplations.

Once that is done, he then sees to breakfast with his usual group, bringing back the best the Scab has to offer.

Nice one with the bear, he says to Braugh. I really should learn something about animals.

OOC:
Survival to find food: 31



Boomy HP 17/20 AC 17/17/16  d20+4=7 ;
Monday June 20th, 2011 8:21:41 PM

Boomy goes back to sleep and waits for his watch. The night passes uneventfully,and in the morning the monk does his best to find some fresh meat for the group, but his search comes up short.

Survival to find meat = 7

DM Addison 
Tuesday June 21st, 2011 1:48:48 PM

(OOC: Nope, no minerals in that cave Tahni. And Braugh, I am totally cool with you having a bear mount... as long as we can get it past the rules DMs Troy, Cayzle, Jerry and the rest. My main concern would be making sure the bear-mount was balanced with the traditional mounts. Like a bear would have less move speed but higher damage potential when compared to a horse.)

The caravan continues forth along the Forlorn Mountain Pass.

The road is very narrow and you are gaining altitude quickly.

The heat and dust from below slowly turns into a comfortable 70degrees as you go up, but it will probably get colder as you travel.

Kreyton sees a number of small hawk-like birds roosting both above and below the path on the mountain face. It would be easy to snatch some eggs or perhaps fell a couple of the larger critters if you want with that survival check. But how would Daya feel about that?

You march, and march, and march.

The sun is high, then a rumbling is heard...

The ground begins to shake, and the brittle path begins to crumble under your feet. An earthquake?

The back wheels of the cart dip into the ground. DC 14 Strength check to push it out, Ride check to spurr the donkeys would help.

Craft Stonework DC 10 Highlight to display spoiler: {You know that the cornerstones of a mountain path are much stronger than the path itself. You see such a cul-de-sac about 300 yards ahead, though it would be one hell of a sprint with all this shaking}

The younger children begin to cry and panic. The older dwarves and Gnomes, now used to such things happening, begin to gather the young ones and wait for direction from the Heroes.


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20+3=23 ; d20+3=17 ; d20+2=15 ;
Tuesday June 21st, 2011 3:06:37 PM

OOC: Cool Addison, I appreciate that. Heck, I'm fine with keeping the stats the same and just calling it a Grizzly, or changing them. I'm not in it for crazy power or anything, I just think it would be awesome and open up a lot of RP. I know somewhere there is a Woldian PrC for Dwarven Outriders or something like that. Cayzle showed it to me when I was creating the Stone Warden. At least there is a precedent for it somewhere.

So Troy, What do you think?


Bruagh feels the rumble of the earthquake and yells for every one to get away from the edge. When the cart dips into the ground, Bruagh runs and grabs the cart and with nearly superhuman strength, puts his shoulder into it, trying to free it.

Once it's free, he sees a cul-de-sac and directs everyone there. "Hurry, the ground is stronger by the cornerstone at the cul-de-sac!"

If no one else does, Bruagh will attempt to lead the donkey towards the cul-de-sac.

Strength Check: 23 (Natural 20)
Craft: Stonework 17 (24 if Craft Weaponsmith applies)
Handle Animal: 15

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+3=4 ; d20+7=25 ;
Tuesday June 21st, 2011 5:41:07 PM

The shaking of the ground and shouts of the young ones brings Devlin out of his woodcarving. Storing his work he quickly moves to help any in need. The nimble Dwarf stays near the edge of the cliff, making sure others don't travel to closely to it. Follow Bruagh and be quick about it now. If you're carrying a heavy load drop it, its not worth your life.He shouts above the rumble.

Actions:
Craft stonework = 4
Reflex Save = 25 (if needed to save myself or someone else from falling)

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+5=17 ;
Tuesday June 21st, 2011 9:02:01 PM

OOC: Bruagh "yells forever" :)

Move move move! Tahni calls out to the refugees. Ensuring that the children are all aided by an adult - if not in the cart - she hops onto the nearest donkey and does her best to urge it forward (Ride: 17). "I think I owe you this one after making you bait for those ants earlier" she says to the donkey.

========================
Spells Currently in effect: None
Energy Channels: 4
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3


Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20=7 ;
Tuesday June 21st, 2011 10:10:34 PM

Kreyton grabs the food that he finds, clearly more concerned about protein and keeping his group fed than anything else.

When the earthquake hits, he moves to the cart and helps push, but his efforts are of no avail. He follows Braugh's commands and makes for the cornerstones.

OOC:
Strength Check: 7, fail.

Lemme check the archives, we recently had a conversation about mounts.-- Rules DM Troy

Boomy HP 17/20 AC 17/17/16  d20+7=27 ; d20+3=21 ; d20+2=6 ; d20+2=18 ;
Tuesday June 21st, 2011 11:39:32 PM

Boomy quickly springs into action and grabs as many children as he can carry and runs them to safety. His years of training come back to him as his feet move nimbly around obstacles and are unfaltering on the treacherous terrain. If there are more refugees needing help, he will return and attempt to rescue them. He will also try to rescue his horse if necessary.

Actions
---------
Grab as many children as he can and run
Strength check = 21
Acrobatics to move across terrain = 27 (Natural 20!!!) This should be a success for a severely inclined (+5) Slippery (+5) terrain during an earthquake (+10) That is severely obstructed (+5).
Ride check (if necessary) = 6, 18

DM Addison  d20=15 ; d20=20 ; d20=16 ; d20=10 ; 3d6=13 ;
Wednesday June 22nd, 2011 1:39:57 AM

Braugh jumps behind the cart and lifts with all his might, pushing the entire wagon forward and on the road.

The children are grasped by the adults and everyone runs in the direction Braugh conveyed.

The rockface gives way and the path slides down the mountainside, an older dwarven man slides down with it. Devlin catches him by the hand and pulls him back up.

Boomy grabs three babies and runs, to his horse, but he cannot manage to mount it while holding the wailing children. So instead he positively skips across the mountainside.

The path gets even more narrow. Barely the width of the wagon! Tahni guides the donkeys skillfully though.

You hear the sound of rolling thunder... from above? You look up to see the rockface give way and begin sliding your way.

Acrobatics or Jump DC 15 to keep your balance and run fast enough. (Boomy you succeeded already, please use one check against the DC to aid another's roll if you wish)

Roll 3, if you fail 2 then you are running too slowly and the rockslide catches you in the ankles, swiping you from your feet and dealing 13 points of bludgeon damage from being buried alive.

Must... move... fast...



Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 19/30  d20-2=5 ; d20-2=15 ; d20-2=5 ; d20+3=18 ;
Wednesday June 22nd, 2011 1:58:27 AM

Bruagh is the first to be caught and buried by the rockslide unable to keep his footing. His armor contibuted to his being buried but at least offered some protection from the rocks.

Bruagh immedietly tries to free himself from the rockslide.

Acrobatics1: 5
Acrobatics2: 15
Acrobatics3: 5
Strength: 18 to free self from rockslide

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+5=7 ; d20+5=20 ; d20+5=14 ; d20+5=17 ; d20+8=28 ;
Wednesday June 22nd, 2011 2:42:51 AM

OOC: I'll assume that since Tahni is still on the donkey that its 3 ride checks instead of acrobatics/jump

Ride checks: 7. Eek! Use Hero Point to reroll: 20. 14 .17. 2 out of 3 aint bad

Tahni spurs the donkey forward as best she can. She hears the rocks slam against the cart. "Hold on! Cover your heads!" she calls back to her passengers. As she turns her head, she sees Bruagh enveloped by the rocks. A shiver runs through her body.
Should the cart make it safely past the rocks, she will stop and turn to see what she can do to aid her friends, whilst keeping an eye out for more rock slides. "A natural phenomenon perhaps?" she worries, looking up the rock face. "Is it safe to go back?" (Perception: 28 - Nat 20. 31 if the area is considered well lit)

========================
Spells Currently in effect: None
Energy Channels: 4
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=12 ; d20+8=25 ; d20+8=22 ; d20+1=4 ; d20+1=2 ; d20+1=21 ;
Wednesday June 22nd, 2011 7:46:55 AM

Devlin's first few steps falter a bit but he is able to clear the rockside with room to spare. Hearing the cries of those caught in the rocks he turns, waits a heartbeat for the rocks to settle than begins helping anyone he can.

Acrobatics = 12,25,22
Strength checks = 4,2,21

Kreyton | HP 11/24 | AC 18/13/16 | CMD 12 Character Sheet  d20-1=14 ; d20-1=1 ; d20-1=9 ;
Wednesday June 22nd, 2011 8:16:40 AM

Kreyton runs with all his might, but the mountain slides too quickly for him. He is swept up and buried under it:

OOC:
Acrobatics checks.....ha ha. no.
13 damage taken.

Boomy HP 17/20 AC 17/17/16  d20+7=20 ;
Wednesday June 22nd, 2011 1:45:11 PM

Watching the others struggle, Boomy does his best to help the others get to safety.

Actions
---------------
Aid another / Acrobactics = 20 Success!

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+3=20 ; d20+3=9 ; d20+3=6 ; d20-1=6 ;
Thursday June 23rd, 2011 3:55:44 AM

OOC: I recall Sam was having posting difficulties, and since he hasn't posted in the past few days, I'll post this one for him...

Posting for Sam
Sam is alert to the dangers of the mountain side, and deftly tumbles past a wave of falling rock. As he lands, he feels his ankle stick and is helpless as more rocks pile atop him. (Acrobatics checks: 20, 9, 6 Sam takes 13hp damage. Strength check to get free: 6. Yep, he's stuck)

Summary
Boomy, Devlin and Tahni = not buried
Bruagh, Kreyton and Sam = buried

DM Addison 
Thursday June 23rd, 2011 6:01:15 PM

Hey guys, in a rush, but here's a summary:

Tahni's ride checks spur the donkeys to move the cart in time.

Braugh Kreyton and Sam get swept from their feet and buried in the choking dust.

Braugh manages to break himself free with a burst of strength! (Escape artist checks would work too).
Kreyton, Sam, and three refugees are stuck and will die without help, but Boomy can assist one person of his choosing to both not take the damage and not be stuck.

Spells, skills, and inventive ideas are all welcome. Spells take a DC 14+spell level to cast if your stuck if I'm not mistaken.

You still have about 100 yards to the cul-de sac.

And.... GO



Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 19/30  d20+3=9 ; d20+3=19 ; d20+3=13 ; d20+3=18 ; d20+3=13 ;
Thursday June 23rd, 2011 8:06:43 PM

Bruagh breaks free and immediately begins trying to pull refugees and others free of the debris.

Strength Checks: 9, 19, 13, 18, 13 to free others.

Boomy HP 17/20 AC 17/17/16  d20+6=11 ; d3=3 ; d20+6=14 ; d20+6=15 ; d20+6=25 ; d20+6=18 ; d20+7=18 ; d20+7=8 ; d20+7=8 ; d20+7=19 ; d20+6=22 ; d20+7=18 ; d20+7=22 ;
Friday June 24th, 2011 8:43:22 AM

As the rocks come down Boomy helps to keep Sam from getting buried, figuring that since he is the smallest and not of dwarven blood that he will need the most assistance. As he turns, he is shocked to see Braugh buried, but the way flies from the debris reaffirms his faith in dwarven strength and endurance.

Take my horse if ya can get to it. It be well trained and will get you to safety much faster.
Boomy isn't certain how skilled the bard is at riding, but he had heard that gnomes can speak with animals and hope that will help him and prevent him from needing rescuing again. He then sets to work trying to free Kreyton and then the refugees.

Actions
---------------------
Free Sam
Escape Artist Check to free Kreyton and the others,= 11, 14, 15, 25, 18
Acrobatics = 18, 8, 8, 19, 18, 22
Escape Artist to free myself should I start to get buried = 22

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+5=10 ; d20+5=24 ; d20+5=13 ; d20+8=25 ;
Friday June 24th, 2011 9:13:39 AM

Tahni urges the donkeys and cart towards the cul-de-sac. Her first priority is the safety of the refugees and children. (Ride checks: 10, 24, 13). She knows many allies have been injured, and she will require a more stable environment if she is to render first aid. "This way! This way!" she calls back, unsure of how many may have heard her words

Perception: 25

OOC: Email sent to Sam (David) to see if his PC problems are better. If no post from him tomorrow, I will post again for Sam

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+8=14 ;
Friday June 24th, 2011 9:25:30 AM

Sam feels the overwhelming urge to panic as the rocks come crashing down. He feels Boomy grab and pull him to safety. He nods at the dwarf and moves towards the horse and begins casting.

Actions
Cast speak with animals
Diplomacy=14

In horsey language to Boomy's horse Please help me escape. May I ride you to safety while Boomy saves the others?

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=3 ; d20+1=8 ; d20+1=18 ; d20+1=19 ;
Friday June 24th, 2011 9:50:28 AM

Devlin does the best he can to help free anyone trapped. He worries that he will be a hindrance more than any kind of help. Staying at the edge of the slide he will pull any that make it close enough to safety.

Actions:
Aid another Str checks = 3, 8, 18, 19

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 19/30 
Friday June 24th, 2011 4:04:01 PM

OOC: Checking in... everyone have a nice weekend.

DM Addison 
Sunday June 26th, 2011 2:31:52 AM

Boomy pulls Sam to safety and hurriedly helps him to his horse. The horse responds in kind, "Of course, I'm heading that way anyways." with a chuckling neigh... a horse with a sense of humor?

the dust kicks up and boulders tumble down the mountainside

Boomy sees a young dwarf with his legs trapped under a rock. He screams for help and strains to pull himself free. Braugh and Devlin run to push the rock as Boomy wiggles the youth free. He must be carried though as his legs are crushed.

Baenor shouts, "COme help, my wife is caught!" Braugh rushes and together you pull her up and Baenor carries her in his arms.

Then, as Tahni guides the donkeys and the cart closer to safety, she spots Mr. GoodButtom was caught in the rockslide. The path gives way and both he and the rocks begin to tumble below!

He is falling fast, sliding down the mountainside! Anyone have rope?



Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 19/30  d20+1=13 ; d20+3=6 ;
Sunday June 26th, 2011 6:37:32 AM

Bruagh sees the Gnomish Mr. Goodbuttom falling and quickly grabs his coil of rope from his bag. He realizes that his dwarvencraft grappling hook is attached and hopes it doesn't hurt the gnome too bad when it hits him. Better than him hitting the ground though.

Bruagh throws the rope right at Mr. Goodbuttom, hoping he can catch it, or, at worst, getting his clothes caught on the hook. "Grab the rope Gnome!"

Dex or Use Rope: 13
Strength Check to pull him up if I catch him: 6 (good thing he is a gnome lol)

Kreyton | HP 3/24 | AC 18/13/16 | CMD 12 Character Sheet  d20-1=9 ; d20-1=18 ; d20-1=1 ; d20-1=18 ; 3d6=8 ;
Sunday June 26th, 2011 10:18:32 AM

Kreyton slides down the mountain, buried under the crushing debris. He tries desperately to escape, but his armor and lack of any real dexterity keep him solidly trapped.

OOC:
Assumed same conditions: failed 2 acrobatics checks, took 8 more damage. does not look good for our hero :)



Boomy HP 17/20 AC 17/17/16  d20+6=14 ; d20+7=14 ; d20+7=8 ; d20+7=26 ;
Sunday June 26th, 2011 11:36:54 AM

Was I successful in freeing Kreyton also in my previous post? I specified that I intended to free him before the refugees.



DM Addison 
Sunday June 26th, 2011 7:39:13 PM


After pulling the crushed dwarven teenager from under the boulder, Boomy hands the boy over to Devlin to be ran to safety.

Then, the monk dashes to Kreyton, grabs his outstretched arm as the rocks tumble in. He pulls for what seems like an eternity and the rocks gather up to your knees! With a final lurch, you pull Kreyton up as he gasps for breath, coughing dust from his bruised lungs. (takes the 8 damge)

(OOC: Ah, didn't see that part there. Your 11 was for good enough to help Braugh and Devlin with the rock on the boy. The 14 is not good enough, so Kreyton takes damage, but your 15 and subsequent 25 save his life)

At the same time, Braugh pulls out a grappling hook and spins it about his head once before launching the metal end at him.

Mr. GoodButtom reaches and grabs the rope as the hook wraps around him and clinks on his leather coat (Reflex save =21)!
You feel the tug of his weight on the rope, and it strains your puny muscles, the rope slides down.
Mr. GoodButtom looks up and shouts, "Pull with all your might! I'm dangling by a rope here!"

The chasm below him is certain doom.



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=8 ;
Sunday June 26th, 2011 9:31:51 PM

Devlin hurries the boy along to meet with the others. Go check on everyone else for me. He says with a wink. Turning his sights back on the scene he sees Bruagh straining with a rope dangled over the cliff. He rushes to aid the paladin grabbing the taling rope and pulling as best he can.

Aid another = 8

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+3=18 ;
Sunday June 26th, 2011 11:54:26 PM

Sam laughs at the horses reply and does his best to climb onto and ride the mount to safety.

Ride=18

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+5=12 ; d20+5=7 ; d20+5=19 ; d20+8=11 ;
Sunday June 26th, 2011 11:54:28 PM

Tahni continues spurring the donkey's forward towards the cul-de-sac. (Ride checks: 12, 7, 19). Once the cart appears safely parked and sheltered, she dismounts "Make sure everyone here is ok" she calls back to one of the older refuguees in the cart as she heads back towards the falling rock.

At its edge, she looks in to see if there is anyone trapped nearby that she might aid (Perception: 11) "This way! Head this way!" she calls out as loud as she can. Worrying that people may be disorientated, she calls upon a cantrip creating 3 brightly glowing lights, circling over her head. (Cast: Dancing Lights).

========================
Spells Currently in effect: None
Energy Channels: 4
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 19/30  d20+3=19 ;
Monday June 27th, 2011 8:54:38 AM

All the recent exertion kept Bruagh from maintaining a firm grip on the rope, but he immediately tightens his grip to and begins to haul the gnome up hand over hand.

"I gotcha, just hang on..."

Strength Check: 19

OOC: I'll be going back to MS to visit family today and internet is... unreliable to say the least in that area. I'll try to post from my phone but, if I don't post daily, feel free to post for me.

Kreyton | HP 3/24 | AC 18/13/16 | CMD 12 Character Sheet  d20=9 ;
Monday June 27th, 2011 9:47:29 AM

Beaten, bruised and near dead, Kreyton moves out of danger and grabs the end of the rope, but the stones took a lot out of the druid and he barely manages to help with the pulling.

OOC:
Aid another strength check: 9, failed.

Boomy HP 17/20 AC 17/17/16  d20+3=4 ;
Monday June 27th, 2011 12:19:00 PM

Once Kreyton is free Boomy runs to assist Braugh and the others in saving the dangling gnome. Grabbing the end of the 100 ft rope, the monk searches for a tree or large rock which he can use to anchor the end. He will then try to assist with pulling the gnome up.

Actions
-----------
Anchor Rope
Pull rope up Strnegth = 4 :(

DM Addison 
Tuesday June 28th, 2011 12:23:38 AM

Tahni guides the carriage with most of the old and young to safety of the shaded corner of the path. Sam follows close behind on the horse.
Then she runs back and summons lights to act as guides along the right path for anyone who may be lost.

Unfortunately, she sees no one but Braugh, Boomy, Devlin, and Kreyton all rush and grab Mr. GoodButtom's lifeline.

There is hardly enough time to pull, as you must run yourself to safety as well. You run, with the gnome hanging from the rope, almost as if he is flying along side you. You even hear him laugh at the sillyness of the situation in the midst of so much certain death.

With a unified quick running tug, he pops up and lands on the crumbling path next to you.

And next is a final mad dash to the finish line, as the 4 heroes and Mr. GoodButtom are still about 50 yards from safety.

The mountainside crumbles above and about you, the path is dissolving quickly.
Everyone give me one fort save for an endurance check as you run. For you are tired.
Though I'd hate to ask for one more acrobatics check, it seems to be the best one for judging mobility in a situation like this. No more balance. Maybe a climb check too?

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20=17 ; d20+8=9 ;
Tuesday June 28th, 2011 4:28:19 AM

The constant movement of rock and dust makes it difficult for Tahni to see very far (Perception: 9)

"C'mon! Move it!" she calls back, unaware if her voice is carrying over the roar of the mountainside. She ceases concentration on her lights, and instead does what she can to try and stabilize the ground in front of one of the "runners". She targets a small patch of the crumbling path and focuses a mage hand to hold it steady - if only for a moment (Aid another in acrobatics: 17. Pass)

(OOC: I could have used rope for the Aid Another check, but that just wouldn't have been very sorceror-like. Mage hand used for flavour only)

========================
Spells Currently in effect: None
Energy Channels: 4
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3


Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday June 28th, 2011 1:19:45 PM

Sam turns in the saddle and looks to see the progress of the group. He sees them running towards him along the rapidly crumbling mountain side. He yells to the group ahead Keep moving!. He then looks back, feeling helpless and hopeful.

Boomy HP 17/20 AC 17/17/16  d20+6=9 ; d20+7=11 ; d20+7=15 ; d20+5=10 ;
Tuesday June 28th, 2011 10:55:57 PM

Boomy pulls on the rope, dragging the gnome up the cliff, and charges to the cul-de-sac. As he runs he feels his strength begin to leave him. His steps slow and begin to falter. He realizes quickly he may not make it back to safety with the others and braces himself as the boulders begin to fall and he finds himself between a rock and a hard place.

Actions
--------------------
Fort Save = 9
Acrobatics = 11
Climb =15
Reflex = 10

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=9 ; d20+8=20 ;
Tuesday June 28th, 2011 11:02:27 PM

Devlin runs for his life but the fatigue of the last few days slows him down, he is able to keep his feet under him as the rocks begin to give way. Scurrying and scrambling he makes a mad dash for the safe ground. Once there he lays on the ground sucking in breath through his teeth. Talking a few seconds to calm his breathing he gets up and looks around to see if anyone else needs help.

Fort save = 9
Acrobatics = 20

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+9=14 ; d20+1=14 ; d20+3=13 ;
Wednesday June 29th, 2011 3:33:34 AM

Posting for Bruagh - who mentioned in last post that he was going to 'MS'

Having exerted his strength saving Mr GoodButtom, Bruagh grits his teeth and moves as fast as his tired body will carry him. He maintains a firm grip on the rope in case the gnome (or he) falls over the edge.

Fort Save: 14
Acrobatics: 14
Clib: 13

Kreyton | HP 3/24 | AC 18/13/16 | CMD 12 Character Sheet  d20-1=19 ; d20+5=12 ;
Wednesday June 29th, 2011 10:35:00 AM

Kreyton runs with everything he has, finding feats of dexterity usually unknown to him. He make it safely to the ledge, and collapses, completely out of breath.

"I wonder what joys we'll find next", he says between panting breaths.

OOC:
Acrobatics: 19
Fortitude Save: 12


DM Addison  d6=5 ;
Wednesday June 29th, 2011 10:42:03 PM

Devlin, Kreyton, and Braugh are fatigued by the exertion, but both manage to jump nimbly from tumbling rock to crumbling boulder, plopping at Tahni's feet. Braugh gets smacked upside the head for 5 damage during the ordeal (acrobatics low roller).

As Boomy runs, he jumps from the crumbling path onto a boulder protruding from the mountainface. As soon as he lands, the boulder seemingly explodes under his feet from the tension of the collapsing mountain.

He falls, and falls, and falls, but then catches on to Mr. GoodButtom, now BOTH dangling from the rope! The mountainside still collapses and will engulf the pair soon!

One final tug. All together now!

(OOC: SOrry guys, my thesis proposal committee meeting is tomorrow. Graduate school is the hardest thing i've ever done...)

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20-1=6 ;
Wednesday June 29th, 2011 11:08:33 PM

Tahni reaches out to take hold of the rope still held by Bruagh. Her smaller hands don't have the same strength as the rest of the team, but she holds on as best she can (Strength check: 6)

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday June 29th, 2011 11:13:34 PM

Sam quickly jumps off of the horse and rushes towards the rope. He hopes to help however he can.

Action

Try to make it to the rope to assist


Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20-2=10 ;
Wednesday June 29th, 2011 11:15:11 PM

OOC-accidently hit submit instead of roll

Strength check=10

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 19/30  d20+3=5 ; d20+3=16 ;
Thursday June 30th, 2011 11:51:34 AM

Bruagh reachs deep within himself, finding his inner reserves of strength and pulls with all of his might on the rope.

Str check: 5, hero point reroll 16

Boomy HP 17/20 AC 17/17/16  d20+3=7 ; d20+7=8 ; d20+7=18 ;
Thursday June 30th, 2011 12:33:50 PM

Boomy finds himself dangling like a fish on a line swaying back and forth. Every time he comes within reach of the wall he tries to grab hold and climb up the wall as the rope is pulled up. He hopes this will lessen the burden on the others and help to protect them should the rope slip.

Actions
-------------
Strength Check = 7
Acrobatics = 8
Climb = 18

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20=16 ;
Thursday June 30th, 2011 8:59:05 PM

Devlin grasps the line struggling against the added weight and pulls for all he is worth. Once the two are brought safely to stable ground Devlin says a quick thanks to Waard for his luck so far before standing to assess the situation. Right well that was interesting, is everyone OK? Devlin pats the side of the mountain. Not today lad, but it was a good try.

Aid another Str check = 16

DM Addison 
Friday July 1st, 2011 12:21:56 AM

Braugh, Sam, Tahni, and Devlin all grab the rope and pull, the force bringing Boomy and Mr. GoodButtom flying up into the Cul de sac.

THe mountainside crumbles behind you, closing off any chance of following the long windy path back to Valley Cinderwood or the Wold beyond

You are now residents of Sister 3, Forlorn Mountian.

It is high noon and you have a bit of shade from the fortified mountain corner. Good thing you spotted it.

The path forward is still intact though, as it seems to be cut out of the jagged mountainside, as if it had been fortified some time ago.

But you are probably about a quarter of the way across the mountain still.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday July 1st, 2011 12:30:13 AM

That was too close! I thought you two were finished. (to Boomy) Thanks for getting me out of that mess. I would have been crushed for sure if it weren't for you. I owe you one.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Friday July 1st, 2011 10:21:42 AM

Tahni does a quick check to make sure that everyone still has all their fingers and toes. "Well, perhaps this is a blessing in disguise. It won't be easy for the pirates to follow us" she says, looking down on the remains of the path. She gives Bruagh a pat on the shoulder, and takes a cleansing breath before returning to the cart to comfort those still shaken by the event.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=27 ; d20+3=15 ;
Friday July 1st, 2011 10:40:44 PM

Devlin looks closer at the stone path ahead, the old fortifications peaking his interest. He tries to see if there are any identifying marks of the builders or any way to judge age.

I agree that the slide will keep pursuit from finding us. Perhaps the Mountain be looking out for us. It also means we have no way to go back. Lets trudge on to find a good place to rest and reassess the situation. When he has a chance to talk to the heroes in private. I am worried about the food situation, we need to get out of the mountains soon or find someplace that can sustain us for more than a day at a time.

Devin gives the mountain one last pat before saying Thanks for the assist lass He than readies himself for the trek ahead.

perception on the stonework = 27
Knowledge stonework = 10

Boomy HP 17/20 AC 17/17/16 
Friday July 1st, 2011 11:03:55 PM

Boomy nods to Sam. We must all wok together in the Scab. If it wasn't for the lot of you I'd be making quite the impression at the bottom of that cliff. Thanks guys for pulling me up. Boomy takes a few minutes to recover and catch his breath. Perhaps I need to spend some more time working out. He thinks to himself. I was never this out of shape back when I was in training.

DM Addison 
Sunday July 3rd, 2011 9:08:27 PM

Tahni walks about the remaining refugees. The children are all very shaken, and clinging to the elderly folk tightly. Everyone is breathing heavily, sweating, with very wide eyes.

It is lucky you all work together so well, otherwise at least half would be dead.

Devlin inspects the fortified archway that seems to be cut into the mountain.

Imagine it as a tunnel, but with one side open to the wilderness below and above... a 3/4 cave if you will.

It is obvious that these stones were cut many many centuries ago, as there are various mosses and fungi growing from the wall and the floor.

Though there seems to have not been any traffic this way for a very long time. Strange, as it must have taken a lot of manpower to carve such a nice covered trail through the side of the mountain. It must have been used for trade, or travel, or something... but not a single wagon wheel mark to be seen. Well, except for those you have been making yourselves.

It is now 4 hours till sundown. Anything you wish to do?

Devlin is right, the food situation is getting dire. You have about 2 days of charcoal-flavored oats. After that, it will become ration/starvation mode.

Baenor approaches Tahni and says, "Ms. Wyrmrider. How do we even know this path will lead us to a safe place? We may be marching to starvation in the Scab!"

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+4=14 ; d20=10 ;
Sunday July 3rd, 2011 11:40:05 PM

Sam looks for a promising campsite and then good sources of food (if any)

knowledge geography=14
survival=10

Sam will follow the group to wherever we end up camping and find a quiet place to throw down his bedroll and log the recent events.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=17 ; d20+5=20 ; d6=4 ; d6=2 ; d6=4 ; d6=5 ;
Monday July 4th, 2011 4:15:44 AM

Tahni considers Baenor's words before responding. Starvation all but seems inevitable, but what is the alternative at this stage? She decides to answer the dwarf honestly

"You are right, Baenor. We may be marching to starvation. But we are alive, and that is more than we can say for those who have fallen in the past few days. We owe it to them to keep going" she says this with determination.

Tahni keeps her eyes open for danger and for anything useful in this wilderness (Perception: 17, Survival: 20)

OOC: Before settling in for the night, Tahni will use her 4 energy channels to heal the groups wounds - 15HP

========================
Spells Currently in effect: None
Energy Channels: 4
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20+7=11 ; d20=13 ;
Monday July 4th, 2011 11:55:18 AM

Bruagh hears Baenor and Tahni's exchange. "You are both correct, but I agree with Tahni. We she can keep us in water and healing. Regarding food, it may not be pretty, but we are Dwarves, we are resourseful, we are hardy, and more than that... we are as stubborn as the Scab. We'll not be giving up.

Look, on the tunnel, there are fungi and mushrooms. Kreyton, Devlin, Boomy, either of you think they are edible?"


Bruagh points to the fungi on the wall (mentioned by the DM.)

OOC: I"m back guys!!!

Diplomacy to calm Baenor: 11
Survival to find/identify Fungi/Mushrooms on stone wall: 13

Bruagh will also use his Lay on Hands when it is determined we will be stopping for the night.

Boomy HP 17/20 AC 17/17/16  d20+4=23 ;
Monday July 4th, 2011 12:05:40 PM

Having rested some, Boomy searches for food for the group. Although he will collect anything edible, he keeps a special eye out for anything that will travel well and keep when food is less abundant. When he returns to camp he sets his findings out before the group and lets Tahni divide it as she sees fit.

Survival to find food = 23

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=16 ; d20+1=5 ;
Monday July 4th, 2011 11:30:47 PM

Devlin stays alert for the rest of the day to any signs of danger. He also keeps his eyes open for food or signs of a cave to shelter in. As the day passes he grows quiet his thoughts turning inward, in a sudden burst of words he says We are probably the first Dwarves ta walk this mount in years decades even, what say we give her a proper name. This is what 3rd sister? Sister 3? I have been thinkin and Ekrind Kadrun sounds good ta me, means Mountain Pass under the Stone in old Dwarvish. He leaves it at that and finishes the day as the forward scout.

Perception = 16
Survival = 5

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Tuesday July 5th, 2011 3:46:13 AM

At the end of the day, as people finish off their meager rations, Tahni will take a bottle from her pack and pass it around for everyone to share. It is a wine bottle covered in strands of silver, and one look reminds everyone of the holidays. Inside, it is clear that the drink is the famous Tipsy Tinsel. It has been a long hike, and it may help lift some spirits.

OOC: Won recently in the Giggling Ghost

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday July 5th, 2011 8:04:35 AM

Sam gladly accepts a drink from Tahni. Thanks Tahni!

Kreyton | HP 3/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+12=13 ; d20+12=30 ;
Tuesday July 5th, 2011 8:14:58 AM

When the mention of food is brought up, the druid makes his way carefully over to the wall and examines the moss and fungi.

"We're not gonna starve, quit worrying so much.", he says caustically and with authority. He hopes it will be enough to convince them.

Later, privately, he whispers to the group. "The food issue is a big one. Goodberry spells will only get us so far."

OOC:
Examine the moss and fungi: Survival: 13.
Try to gather what food he can as they progress up the trail: 30



DM Addison 
Tuesday July 5th, 2011 5:10:57 PM

The group presses forward, resolved to see this to the end... for what other option is there?

The fungi on the walls are interesting, to say the least, and phallic to say the most, and some are downright odd

You may be able to eat a few of the species, but picking through the bad to sort out the good would certainly take some time. And if you screw it up, then you may all get very sick... or worse. Your survival checks are ok, but you are not certain what side effects there may be to eating these things.

Do you guys try it?

Devlin suggests naming the path that you currently are traversing, and since you are the first to travel it in so long, why not?... The Path of Sister 3, Forlorn, is now Ekrind Kadrun, The Mountain Pass under the Stone.

At the end of the day, camp is made on the very path, as there is no cave . A somber meal of burnt oats is distributed, unless yall try the shrooms. You have probably one more day of food at most.

Baenor sits with his wife and baby alone, he looks very stressed out.

An elderly dwarven man sits at the campfire and says, "Gather the young. I wish to tell a tale.
Everyone gathers; a distraction is welcome.

He speaks, "Nearly eight centuries ago, our ancestors built large citadels within these very mountains. Great kings with armys of Dwarven warriors presided as unchallenged rulers of the scab.

But this story is not about them, this story is about a Dwarf named Sho-Lotum. Sho was made fun of from the time he was a little boy, for his head was always in the clouds and never on the work at hand. He had no mind for craftmanship, nor of weaponry. But he did have a penchant for songs.
As a matter of fact, King JurHammer, was very fond of songs and invited Sho to sing for him one day.

The song went something like this:
Old King Jur, holed up in court.
An arrow wisked over his head, because he was so short.
An elf couldn't nail him, but a gnome sure could!
His beard is gray, his ears are crusty, for he is so old.
He had to drink a potion to make him hard as wood!


The king was furious! As anyone would rightly be. He ordered that Sho be locked in a dungeon, never to be seen again.

But that night, King Jur's daughter, Isadella, stole the guard's key and released him. She fell madly in love with Sho, because he was the only dwarf to ever speak to her father in such a manner....

And you will have to wait until tommorow to hear the rest of the story!"


Then the Elderly Dwarf burst out laughing, knowing that he had everyone's attention.

He gives Tahni a wink, almost as if to say, It will keep their minds off of food at least."

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20=10 ; d6=4 ; d6=6 ; d6=1 ; d6=6 ;
Tuesday July 5th, 2011 9:51:31 PM

Bruagh listens to the story intently and laughs when the elderly dwarf calls it short. "Well played good sir, well played."

Bruagh contemplates the mushrooms for a moment. "I suggest we hold them, try and sort them out later, and if need be, I'll try a few to see which are poison, which aren't. Hopefully we won't need them."

Perception checks for guard duty: 10

Lay on Hands: 17hp to be divided as needed for the night.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday July 5th, 2011 11:25:09 PM

Sam stops writing as the elderly dwarf entertains the group. He has mixed feelings as the old man speaks. He is glad that he is lifting the moral of the group, but at the same time feels as though his "job" is being threatened. Sam then remembers his true purpose and goes back to logging the events thus far. There will be other times for entertainment. Now is not the time for trite stories, for he is writing THE story. Sam hopes that this story has a good ending...

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+7=22 ; d20+8=23 ;
Wednesday July 6th, 2011 3:10:35 AM

"Gather all of the mushrooms you can. They will make a good breakfast" Tahni advises the wider group "I will prepare them for eating in the morning"

She smiles as Baenor tells his tale, and watches the faces of the younger dwarves as they listen with full attention. "I wonder if this tale is historically accurate?" Tahni wonders (Knowledge History: 22)

"Well done! Well done!" she says with applause as Baenor finishes. "Now if you'll excuse me, I'll retire for the evening"

OOC:
- Memorise Purify Food & Drink instead of Detect Magic that night.
- At breakfast, cast Purify Food & Drink to purify the mushrooms, cook them on a fire, then Prestidigation to improve the taste. Cast Create Water as needed. Healer, Diplomat, and now the bleedin' chef! :)
- Perception for her shift on watch: 23


Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d8+2=10 ; d20+12=29 ;
Wednesday July 6th, 2011 9:38:49 AM

As the day wanes, Kreyton takes a moment to cure himself. He listens to the tales of their great past with a bittersweet melancholy. "no good singing about a past thats gone" he muses.

He assists in gathering up the mushrooms, nodding with an impressed smile as Tahni lays out her plan. "That may actually work." he says with uncharacteristic optimisim.

OOC:
Cure Light Wounds: 10 hp healed:
Gather all the fungi: 29 survival.

Boomy HP 17/20 AC 17/17/16 
Wednesday July 6th, 2011 12:14:03 PM

Boomy takes a hand full of mushrooms and prepares for the worst. As he opens his mouth he hears Tahni begin to speak and sets the mushrooms back down. I planned to test the mushrooms the old fashioned way, but I like the lass way better. Boom rummages through his sack and pulls out a magical triangle that when set on the ground casts the alarm spell to warn them of intruders. This should keep us safe for a short while. I volunteer for the first watch tonight and look forward to a good night's rest after.

DM Addison  d20+12=16 ;
Wednesday July 6th, 2011 1:23:10 PM

The group makes camp, Sam kinda upset that he didn't tell a story before the elderly dwarf did. Well, hop to it then! There are no invitations, only actions.

Boomy sets an alarm triangle and takes the first watch.

------And so you rest------

The night passes uneventfully, and in the morning, Tahni purifies the mushrooms and a very nutritious and delicious stew is made. YUM! Good work there.

Early in the morning, you begin your trek again.

Two hours into the march, you hear a rumble... a slow, booming rumble.

You look down the mountain slope and see at the bottom, approximately 200 yards below you, a herd of... huge grey humanoids?
Yep, surely enough. Huge monstrous.... giants! They are marching the same direction you are, but at the base of the mountain. Their slow steps sounds like a herd of charging buffalo. There must be, one, no TWO dozen. All ages, young, old, female, and about 9 large dominant males.

Have they seen you yet? You don't think so. They are pretty far away. Quick, stealth, stealth! Wagon-stealth? Eh

(OOC: Good job recruiting guys! Here are your reward potion packs:
For recruiting David:

Potion of Bless
Potion of Bane
Potion of Divine Favor

For recruiting Ben:

Oil of Hold Portal
Oil of Alarm
Oil of Arcane Lock)))


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+3=11 ; d20+8=21 ;
Wednesday July 6th, 2011 3:46:38 PM

Devlin didn't laugh much at the old dwarves tale he instead spends more time working on his wood carving. The axe is fully formed now and he starts to carve litters into the "blade". With an approving nod he sets the now finished sculpture in a protective niche in the mountain side. May the luck of Waard see you safely to Gargul's side. May you find rest in the afterlife you may be lost but never forgotten . Devlin wipes a small tear from his eye before leaving the sculpture behind. Any who approach the niche will see a carving of an axe looking like the one Devlin used to carry. In shakey letters the name Durahan is carved on the blade.

Devlin will take the lead as scout for the party doing his best to find safe routes through Ekrind Kadrun. At the sight of the giants he finds a safe spot to hide and advises others on the best places to do the same.

Craft woodworking = 11
Stealth = 21


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20-4=2 ;
Wednesday July 6th, 2011 4:21:39 PM

Stealth: 2

Bruagh sees the giants and tries to hide as best he can... which is to say... he doesn't.

As he waits in the in hiding with the others, he muses with barely a whisper. "First it was Bloodthirsty Orcs, then Double Crossing Duergar, Killer Ants, Crazy Pirates, heck even a Grizzly Bear, and now a Horde of Giants. Why can't we run into a group of amicable bunnies, or pleasant kitties?"


Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20=9 ; d20+8=12 ;
Wednesday July 6th, 2011 11:49:00 PM

The mushroom stew certainly hit the right spot with the group, and spirits do seem to be a bit higher today. As part of her now daily routine, she hands out the nutritious candy from her clerical robes to the dwarven children.

As Devlin spots the giants, Tahni does her best to hide and remains alert (Stealth: 9. Perception: 12)

"Blast! The wagon!" Tahni realises with alarm that the wagon and those aboard may be easily visible to the giants below. "Ssshh! Be quiet!" she whispers to the group "I'll do what I can to try and hide us"

She focuses on creating the illusion of a rock face between the edge of the mountain and the path the group are on. Cast Silent Image

OOC: Tahni also speaks "Giantish"

========================
Spells Currently in effect: None
Energy Channels: 4
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2


Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+11=21 ; d20+7=20 ;
Wednesday July 6th, 2011 11:53:18 PM

Sam sees the massive giants and without thinking stealths to cover (if available).

stealth=21
knowledge nature (info on giants)=20

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Thursday July 7th, 2011 12:04:59 AM

OOC: Let me tell ya Rob, for a 2nd level character, Tahni has an answer for everything. Glad to have ya around lol. Now if only you could figure out how to keep her from going unconscious every other day.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday July 7th, 2011 1:52:38 AM

OOC: Every other day? I thought she was getting knocked out every day :) lol

Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d20-1=10 ;
Thursday July 7th, 2011 9:10:47 AM

"Great"

He ducks down as best he can behind the wall, hoping the giants are not coming up this path.



Boomy HP 17/20 AC 17/17/16  d20+6=18 ;
Thursday July 7th, 2011 10:06:17 AM

Boomy stops in his tracks as he sees the giants. Quickly he looks for cover and begins to make his to it without being seen. Once again he is glad that he isn't wearing heavy armor to weigh him down and give away his position.

Actions
------------
Stealth Check = 18

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