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The Tunnels of Forlorn Mountain


DM Addison  d20+11=25 ;
Thursday July 7th, 2011 1:02:22 PM

Devlin completes his woodworking and finds a nice grove to place it in memory of the fallen clumsy lad, Durahan. Nice. Devlin please accept 50 exp bonus for sentimental roleplaying.

Then, the group sees the herd of giants, Sam knows pretty much everything about the Stone Giant Tribe.

Tahni quickly creates an illusion of rocks to provide cover and everyone ducks and hides.

The cart is wheeled around and brought as close to the inside of the mountain as possible.

For a moment, the Giants seem to be oblivious.

But one smaller male giant stops and looks directly at the illusion. He raises and eyebrow and then says something, too far away to hear.
An older giant stops and looks up, then shakes its head and begins walking away with the tribe.

The younger giant is frustrated and grabs a boulder, and throws it at Tahni's illusionary wall!

The boulder passes right through and smashes into the rockface above you!

Then, the younger giant's eyes open wide and he begins shouting and pointing in your direction.

The older giants squint in your direction.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Thursday July 7th, 2011 5:38:42 PM

"Do we run, or fight? If it were just us, I'd vote fight, but we have the refugees to think about." Bruagh waits for an answer.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Thursday July 7th, 2011 8:58:31 PM

Devlin shakes his head in response to Bruagh. If we run they would crush us at a hundered paces. Same if we try to fight them. We either stay hidden or try talking. Maybe we can trade with them? We dont have much but most races respect gold and that we dont have much of a use for right now.

He motions for those around him to find shelter behind rocks and depressions in the path.

Ooc: Thanks Addison!

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday July 7th, 2011 9:28:41 PM

Tahni helps the refuguees from the cart take as much cover as they can by the mountain side. She listens to Devlin's suggestion before providing her own thoughts.

"If we stay quiet, I suspect they're just going to throw more rocks and someone is bound to get hurt. In terms of ranged combat, I think they have a definite advantage over us as well. Given the number of females and young with them, I don't believe this to be a hunting party, and I think they would also be looking to avoid a fight. I'm going to call out to them. Any ideas?"

DM Addison  d20+8=24 ; d100=23 ;
Friday July 8th, 2011 1:46:26 AM

The group hides and discusses what options you have. Fighting seems risky, so perhaps diplomacy is an option, even offerings of gold.

Do note the range you are at. They are 200 yards (600feet) down the 45degree slope of the mountainside. That's two football fields.

The older giants squint at your position long and hard, as if deciding what to do... or still looking for you, one or the other. You guys are specks on the mountianside.

One giant with a large grey slate stone-like beard speaks inaudibly.

The younger one who originally spotted you picks up another rock and throws it at you!

The rock, twice the diameter of your head, sails just over Braugh's cheek and smashes into the cave ceiling, causing stalactites to fall about you!

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+6=20 ; d20+7=13 ; d20+7=14 ;
Friday July 8th, 2011 5:48:57 AM

Sam continues to hide and stays silent. He does his best to hear the giants speak to translate.

perception=20
linguistics=13, heropoint reroll=14 (whoopee!)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Friday July 8th, 2011 2:34:53 PM

Tahni why don't you try talking to them while the refugees sneak away further down the trail. If we can trade with them great if not it will give a good diversion to get everyone to safety. I will stay behind I have that pouch of gold on me. Anyone else have any suggestions? Tahni can you use one of your spells to magnify your voice? Make it easier for them to hear you.

While hidden Devlin will check his crossbows making sure they are strung and ready to fire.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Friday July 8th, 2011 3:59:38 PM

Bruagh straps his axe to his back, out of sight from the giants, and readies his shield should more rocks be thrown his way. "Get the refugees back, gather what bits of gold we have. I'll go down with who ever else wishes to go and offer it up as a peace offering. Preferably at least one person who can speak the language. Just know if this doesn't work and I get you killed, I'm sorry."

Bruagh's gold pouch has 41gp. His silver pouch 7sp, and his copper pouch 3cp. His plat pouch is most certainly empty.

OOC: If anyone has a better idea speak now and override my stupidity!

DM Addison 
Friday July 8th, 2011 9:34:04 PM

Devlin asks if Tahni can magnify her voice, but then you must worry about how to get trade to the giants.

Braugh decides to climb down the mountain. A 200 yard 45degree slope down broken, rocks would be quite the climb check to traverse it all safely. Though it certainly could be done.

As Sam hides, he hears a pat, pat, pat, coming towards him and the refugees.

Enter Deldrid

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Saturday July 9th, 2011 12:18:14 AM

OOC- I'm thinking about serving as a diversion so you guys can escape. I have high diplomacy and bluff. I also can try to fascinate up to two of them with a bard song in a pinch. I also stealth pretty well.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=16 ;
Saturday July 9th, 2011 1:19:46 AM

Using Ghost sound (25ft towards the giants and as loud as 4 humans)Tahni says something in giantish. Highlight to display spoiler: { "We're sending a small group down to talk. Do not attack and neither will they" }

"I've told them that a small group will be coming towards them for a chat. I think Devlin is right - we can act as a diversion if necessary to allow the refugees to continue on." She gives a nod and a smile to Tina and Dende. She then looks to Bruagh "Ok, I'm going down there with you"

Tahni will then start a slow walk towards the giants, and where possible, keep her hands open and up at shoulder level - showing she is unarmed.

Perception: 16. 19 if the area is considered well lit

Boomy HP 17/20 AC 17/17/16 
Saturday July 9th, 2011 12:06:31 PM

Boomy joins the party moving towards the giants. As he moves forward he keeps his hands empty and in plain sight, hoping to convey a sign of peace. Although he has no intention of being an aggressor, he remains alert and readies himself to get our of the way of any boulders that may get flung.

Ready Action
-----------------
Get away from flying boulders.

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21  d20+9=27 ; d20+11=25 ;
Saturday July 9th, 2011 12:43:10 PM

"My dwarven kinsmen, do not be foolish! You have nothing to offer the giants they couldn't have after eating you! Come swiftly, I have a secret tunnel carved nearby. It will be very tight, but I think you can all squeeze in. Go now, 30 paces up and use your keen eyes for stonework, the door is slightly ajar." The stone slamming against the mountain disrupted Delrid's work. He had been trailing a vein of ore, and knew the metal was precious. How had this rabble found themselves in such trouble, and so close to his lab?

Perhaps Alemi had given him this chance to save His favored race? It has been so long since he spoke to another...

Knowledge Engineering: 27 - Design hidden passage door, passage, lab.

Craft Stonemason: 25 - Create hidden passage door, passage, lab.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20=17 ;
Saturday July 9th, 2011 5:27:45 PM

Bruagh hears the voice and immediately turns and begins searching for said passageway. He makes sure however, that he is between Tahni and the Giants and that his shield is between him and the giants.

Perception: 19 to find the hidden passage.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Saturday July 9th, 2011 11:03:54 PM

"It seems Alemi doesn't wish for us to be sacrificed today" Tahni smiles to herself as her walk to almost certain doom is disrupted by this new found dwarf. She had no intention of trading anything but words with the giants. Certainly not any gold.

"Let us move quickly. My words to the giants may gain us a few precious moments to escape, and the illusion will only seek to hide us for so long"

Perception already rolled for this round: 16. 19 if the area is considered well lit. +2 for stonework hasn't been added yet

Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet 
Sunday July 10th, 2011 8:19:15 AM

The appearance of a dwarf seems like a god send at this juncture. The normally dour Kreyton cant help but crack a smile.

"Off we go. "

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+6=18 ;
Sunday July 10th, 2011 8:57:25 AM

Sam is relieved that he or anyone else does not have to face the stone giants. He quickly moves towards the passage with the rest of the group.

perception=18

Boomy HP 17/20 AC 17/17/16 
Sunday July 10th, 2011 10:34:32 AM

Boomy nods. Somehow he felt trying to pummel a giant into submission with his fists was a reckless course of action, and he was glad to be given a better option. He turns and follows the group towards the passage.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Sunday July 10th, 2011 2:53:18 PM

Devlin gives a wary look at the newcomer. He allows the others to retreat forming the rearguard. He is constantly aware of his surroundings ready to dodge away from a crashing boulder. Once inside the rogue can't help but stop and be amazed at the complexity of the of the door. He runs his fingers over the gears and cogs. Once everyone is inside and the door is shut he is once again amazed at how seamlessly the door shuts.

He looks at the assembled mass and says. So what is the name of our savior today. A grin comming to his face.



Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21 
Sunday July 10th, 2011 7:59:26 PM

Delrid tries to usher all the terrified dwarves into his lab. It is extremely tight, but seems sufficient. If he were to stack and store all his work, perhaps all could lay down? The crowd does look quite weary.

"I am Delrid Val-Al, and this is my mine, my research laboratory, my smithy, and my home. You are welcome to rest and recover as long as you need. The supplies are meager, but for all. Alemi has shown great kindness today!"

Delrid wonders to himself if Alemi is showing kindness to a dwarves hermit as well. How long should Delrid live in solitude?

DM Addison 
Sunday July 10th, 2011 11:29:04 PM

Tahni shouts to the giants that a group is going down to negotiate.

The giants all jump in surprise at the sound of the voice. Many pick up boulders and hold them defensively.

As Boomy and the others begin to walk down the mountainside, Deldrid's voice is heard.

The hermit wizard shows the group to a secret tunnel that leads to his laboratory.
The hallways are crowded, as there are 14 survivors along with the heroes.
In the work room, you see many creations of the dwarven genius.
Arms with movable joints made of polished stone. Small figurines that can jump to life with the speech of a magic word.

You sit in the meager living quarters, but then you hear a Thud from the outside, and some pebbles fall from the ceiling.


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Monday July 11th, 2011 11:22:50 AM

As the group is ushered into the small lab and the stone door is closed behind them, Bruagh does a quick head count, making certain that everyone made it in safely. Once he has accounted for everyone he makes his way to the dwarf who saved them from certain death.

"Thank you brother" Bruagh says extending his hand to shake Delrid's. "Today, your kindness and bravery has saved the lives of more than twenty Dwarves and Gnomes.

Bruagh looks around gesturing to all of his companions. "From all of us, thank you good Delrid Val-al. Thank you friend. I am Bruagh Stormbringer, humble Paladin of Domi and I am in your debt."

Boomy HP 17/20 AC 17/17/16 
Monday July 11th, 2011 12:50:14 PM

Boomy, a well built and shirtless dwarf, follows the others into the tunnel. Aye, thank you. But we best be keeping our voices down until those giants head on their way. The last thing we be wanting is to draw thier attention to your home.

The thud above seems to emphasize his point. He prays that the giants are still throwing rocks blindly and will be unable to find or reach the dwarves.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+2=22 ; d20+2=8 ; 2d8=7 ; d6=1
Monday July 11th, 2011 6:25:21 PM

Devlin winces as a rock smashes into the door. Nodding to Boomy he whispers I agree, does our host have another way out? He than motions to Goodbottom to follow and heads back toward the doorway. He sets the Gnome in a protected position to cover the door and does the same opposite him. If the giants are able to get through the door Devlin will open fire catching any of the brutes by suprise. He instructs Goodbottom to do the same. He also sets the vial of alchemists fire within easy reach.

Ready action to shoot if doors open;
First shot = 22(crit) dam = 19
Second shot =8

OOC: Not sure what happened but when I made the post it showed a 14 for the 2d8 and 4 for sneak attack, had to reroll. Guess that's what I get for posting from the metro.

Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+1=17 ; d8+1=8 ;
Monday July 11th, 2011 7:26:20 PM

"I'm Kreyton, good timing lad." he says with a frown as the thuds hit the cave. "Nice place to live. Hope we don't die here."

The dwarf readies an action to attack the first giant that enters the cave with a spear.

OOC:
Hit AC 17 for 8 damage.


Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Monday July 11th, 2011 7:56:36 PM

"Thankyou for your hospitality, Delrid, but I fear by helping us you have endangered your own home" Tahni adds as the room seems to shake. "Tahni Wyrmrider at your service." she says with a slow bow of her head. The gold clasp of her cloak reveals that she too is a follower of Alemi.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Monday July 11th, 2011 11:26:31 PM

Sam quietly walks into the mine and studies the surroundings and then Delrid. This is the first Dwarf he has not had time to study. He nods to Delrid I am Sam. Sam then moves just behind Boomy and pulls out his paper, pen, and ink. Sam records every detail of the ferocious stone giants and the new savior of the group, Delrid. Sam wonders where this new development will lead his epic tale.

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21  d20+9=16 ;
Tuesday July 12th, 2011 3:58:51 AM

"I think now is the time for quiet. Perhaps the giants will not be able to find the door!" Delrid whispers in an anxious tone. "Their bulk is too much for this entryway, I think."

Seeing the clasp of Alemi on Tahni's cloak convinces Delrid that it is time to rejoin the world. The god of healing will watch over his broken heart and spirit. But that is for another time...

Delrid imagines the giants would be unlikely to follow if the passage proves too difficult. Should he hear the door begin to fail, he will cast silent image. The image will show a shrinking tunnel that curves out of sight, barely big enough for a dwarf.

Knowledge Engineering: 16 Mental design of curving cave, with size estimated to deter giants. Only cast if necessary.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=18 ;
Tuesday July 12th, 2011 1:12:25 PM

Devlin nods at Delrid and waves at Goodbottom. Hold fire unless they attempt to get in the entrance. He whispers before moving positions to hide better.

Hide = 18

DM Addison 
Tuesday July 12th, 2011 9:59:01 PM

The entrance is sealed tightly, and the clever crafting of it makes it flush with the path's wall. It would be very difficult to spot it, but not impossible.

Devlin and Kreyton stand at the ready with weapons, in case anything should try to break in.

You wait for a bit and hear three more, thud.... thud... THUD.

The last causes your cave to shake and several stones slide from the sides and crack on the floor.

Perhaps their aim is getting better?

You cannot see outside unless you say you go outside, so what's going on is rather a mystery.

Luckily, Deldrid's cave has another hallway, only big enough to walk single-file, but it leads to an exit several miles away. Where exactly, and how close it is to civilization, is unknown.

The other option is to exit Deldrid's cave back onto the path and follow it. For Sam knows of a small settlement that is about a day or so march away.

What do you do?

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday July 12th, 2011 11:55:44 PM

Sam hears the thudding sound and realizes that the groups safety may be short lived. We need to come up with a plan. Those stone giants could eventually be able to get to us. I know of a settlement that is about a days march from here. Sam then describes the town and its general location to the group (info to be filled in by DM if necessary). I vote that we wait till nightfall and send a scout outside to check if the stone giants are still there. I can dull the senses of any "lookouts" with magic, if I can get close enough and the group can slip by them. Sam puts his paper and writing implements away and waits for ideas.

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21 
Wednesday July 13th, 2011 4:33:22 AM

[b]"My kinsmen, the time is getting short. A long tunnel can prevent us from living short lives. This cave cannot hold the giants at bay forever... I vote we run. Grab whatever you can, you never know what we'll need!". Delrid encourages the refugees to press for the escape tunnel. As the giants entry is not immanent, but they do seem to know where the dwarves have gone, waiting seems unwise.


Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday July 13th, 2011 7:41:57 AM

Where dors this tunnel lead? How do we know that giants aren't waiting to get us at the other end of this passage? to the refugees Don't blindly follow this Delrid. Although we owe him a great deal for bringing us to this shelter, we have no idea where he is leading us and how long it will take. This path is certain and can be checked for safety's sake

diplomacy=

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+8=18 ;
Wednesday July 13th, 2011 7:42:56 AM

diplomacy=18

ooc-hit submit instead of roll...again

Boomy HP 17/20 AC 17/17/16 
Wednesday July 13th, 2011 11:17:21 AM

Boomy slings his bag of holdings over his shoulder as he prepares to leave. Delrid is right. We would be safer farther down the tunnel. We can always come back after the giants have quit their siege, or we can use the far exit. Does anyone know if there is a town close by (Sam)?

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Wednesday July 13th, 2011 3:17:59 PM

"I understand where you are coming from Sam, but I'd rather take chance that there might be a safe passage through here than, stay here with a very real threat just outside that door."

Bruagh looks to Delrid, "I'm afraid that by helping us you have lost your home. We will help you carry what we can, but any food or tools you could spare would be the most helpful."

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Wednesday July 13th, 2011 4:00:03 PM

Devlin is torn between the two options. One means safe passage but to an unknown fate. The other has a know danger but leads to civilization.

I agree with Sam. Its been a long walk already and our supplies are thin at best. I can sneak out at night to see if the giants are around, I have a potion that will make me invisible. I check the area and we leave. Thats my thoughts but I leave it up to the group to decide.

Devlin will go along with any plan the group makes as a whole.

DM Addison 
Wednesday July 13th, 2011 5:33:49 PM

3 votes to trek the unknown exit to avoid certain danger.

2 votes to brave the giants and follow the known path to MountainBurrow, an old hidey-hole for gnomes as they traversed these lands many a century ago.

Tahni?

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday July 13th, 2011 6:45:12 PM

Let's not forget the votes of the refugees. They have as much to lose as we do. (diplomacy roles?).

ooc- I'm just roleplaying btw, not trying to be a pain. I'm ok either way. :)

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Wednesday July 13th, 2011 9:02:47 PM

Tahni listens to both arguments before providing her views. "Deldrid would know more about this mountain and hazards than any of us. He has already saved us once today, so if he recommends the tunnel, then I am prepared to follow"

DM Addison 
Thursday July 14th, 2011 12:33:27 AM

Thud... THUD, shake

Stones fall from the ceiling of the cave, crushing Deldrid's dining table, spilling unfinished works on the floor.

An elderly Dwarven couple that has survived all this hardship hold each other. The man who told the story at the last peaceful camp looks at the fallen stones and shakes his head in dismay.

Three teenage boys look to Dende for leadership; the young lad Tahni saved from death by necromancer poison only a week ago says, "Ms. Tahni has always been concerned with our safety. I trust her decision, whatever it may be."

Ms. Cloverdale, the beautiful blonde Dwarven woman sits on Deldrid's bed, holds her stomach and leans over, breathing hard, sweat dripping from her brow.

Baenor listens to the discussion and looks at the remaining refugees sitting down in the dark cave and says, "We should get moving then. I'll march in the front. Dwarves are no strangers to dark caves anyways." He smiles at his wife, who holds her baby closely and frowns back at him, dispelling the good humor he was trying to convey.

He grunts and begins walking.

You look into the cave; it is only wide enough for one dwarf to walk at a time.
Narrow, dripping, old.
Darkvision up.

All in? Marching order?

(OOC: Sorry Sam and Devlin. When decisions are split, gotta go with majority. You can certainly peek out the door to observe to gather more info if you like.)



Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday July 14th, 2011 8:29:08 AM

Sam jumps as the table gets smashed by the rocks. The situation is clearly deteriorating. Well I guess walking into the unknown is quickly becoming the more popular and possibly safer solution. I hope you know what your doing Deldrid...and please don't take my adversarial opinion personally. I do appreciate what you are doing for the group. Sam reaches into his bag and pulls out an alchemist's fire bottle. He then holds it towards Delrid. Take this as my thanks

Sam will follow behind Boomy and keep a hand on his back if the tunnel is too dark to see. His low-light vision is not as good as the dwarves' vision. I'll follow you Boomy. I fear lighting a torch could give away our position to enemies that await us in the tunnel. Sam carries an unlit torch and flint and steel in his off hand.

Boomy HP 17/20 AC 17/17/16 
Thursday July 14th, 2011 8:47:22 AM

Boomy follows behind Baenor figuring that his guirsame (reach weapon), shuriken, and ability to tumble through narrow spaces past and between people make him the logical second. As the group lines up and enters the tunnel he guides Sam behind him.

Deldrid, can you tell us if there are any forks in the road ahead? If so, we may want someone strong in the back of the group as well.

Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+12=28 ;
Thursday July 14th, 2011 11:05:37 AM

Kreyton takes a position near the front of the group. Although not truly familiar with caves, his experience in the wild and his natural survival skills put him in a good position to help lead the group through.

OOC:
Survival: 28

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Thursday July 14th, 2011 3:13:06 PM

"I'll take up the rear Boomy, incase it is as you say." Bruagh offers to carry any items that Delrid may need, or other provisions, in his pack.

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21 
Thursday July 14th, 2011 6:55:54 PM

Delrid looks to the group, and to the crashing halls he carved himself. "I stay to the right, and do not get more than arms length from your kinsmen. The tunnel is slick, and our path unsteady. Better to delve too deeply, than never to delve at all!" Delrid knows this saying will bolster the weary and lend courage to the strong.

Turning to Sam "Keep your gnomish fluids. I won't have you insult me, then give me a bottle of troll-spit as appeasement. I offered you a mountain instead of a giant's gullet. I offer you the peril of a path instead of the peele of pulverization. I mine deeply, I think deeply, I feel deeply. I will carry your comments with my belongings as I leave MY home saving YOUR life."

Delrid positions himself directly in front of Bruagh, setting the final two for rearguard.

Alemi, heal my heart and wounded pride. I offer these dwarves, the noblest of races, an alternative to certain death twice, and the gnome warns them not to listen. Now I have nothing, and I am again the outsider. Unknown and untrusted. Why do you test me so...

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21 
Thursday July 14th, 2011 6:57:37 PM

OOC: Twice in a row I forget to close the bold text! NOOOoooo...

RobC: Fixed :)

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+10=14 ;
Thursday July 14th, 2011 9:29:26 PM

"Tina? Are you ok?" Tahni shows concern for the visibily unwell woman. (Heal check to diagnose: 14). Tahni uses her very familiar cantrip - Create Water - to dampen a cloth for Ms Cloverdale's brow.

"Master Deldrid, would you mind if we used your mattress to help transport this woman?" she asks, before adding in a hushed voice "She has been gravely wounded by a necromancer who stole her unborn child away from her. I fear her condition is getting worse and is beyond my skill to treat"

Tahni's plan to is form some sort of flatbed to drag which Tina can lay upon.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday July 14th, 2011 11:01:49 PM

Someone's a tad bit sensitive and deaf apparently. I simply had a different opinion from you and this is the reaction you give. Just so you know this is a group with differing opinions and experiences...oh excuse me master dwarf, I forgot. You've been living in a cave alone for a time. Recluses are not quite adept at dealing with others. You've probably only had experience communicating with bats and your figurines. My humblest apologies hermit. Sam smiles at the dwarf, puts the alchemist fire back into his pouch, and waits for a response or for the group to get moving. He is eagerly ready for either to occur.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday July 14th, 2011 11:30:48 PM

"Enough!" Tahni says raising her voice, looking to Sam and Deldrid "Not another word. There will be time for name calling and insults later. Now is not the time. Tina is ill, there are giants outside, and we have a number of scared people here who need our help. We have enough to worry about without trading blows here. So, please please put this fighting aside. Sam, could you follow along behind Boomy as planned? Master Deldrid, I could really use some help moving Ms Cloverdale, if that's ok?"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=10 ; d20+8=20 ; d20+8=22 ;
Friday July 15th, 2011 12:08:45 AM

Devlin looks around at the cave and those within, the exchange of words and shrugs. Lets move the decision has been made. He gathers up his things and takes the scout position.

Remember what was said, stay to the right and within arms reach. I will scout ahead to look for areas that the young and old will need help with. We go slow and easy as always. He says before nodding to the assembled group and heading off into the tunnel.

He instinctively brings his crossbows out in front of him as he makes his way. His eyes ever wary off loose stone and wet ground.

Perception = 10,20,22


Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday July 15th, 2011 12:28:45 AM

Sam mutters He started it. Sam falls in line behind Boomy.

DM Addison 
Friday July 15th, 2011 2:12:40 AM

OOC: lol. nice rivalry roleplaying,. It would be fun to see who's the better inventor in the end. But do remember this is all fun and games and what's said IC is also just funsies and should not be taken seriously by your RL personality. =)

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21 
Friday July 15th, 2011 7:15:10 AM

"I will help with the lass." Delrid assists in getting the unmothered dwarf to a transport of beams and mattress. Ready to leave, and even more ready to not get crushed, he says "let's go!"

This is why I left. All my life I seek to help others, to do great things, and I am left with heartache and the world crumbling around me. Perhaps I should apologize to the gnome... someday... maybe..

Delrid dons the rest of his traveling gear, and pulls out a wooden box the size of a small dog. He opens it swiftly to reveal a shadowy black cylindrical device with a large gold dragon embellished. Delrid dons his Vambrace of Intervention, "You look good. Too bad you'll have to wait to get finished."

DM Addison 
Friday July 15th, 2011 2:00:39 PM

Tahni and Deldrid quickly tie his sleeping sack between two planks of wood and a rope to that so that Ms. Cloverdale may be dragged. She is shaking and can hardly move; needs much help to get into the uncomfortable ride. Her stomach is grey and her veins are turning a nasty black color.

After a small misunderstanding (for I believe that's the case), and a settling word from Tahni, the group begins to head down the dark, murky tunnel to unknown destinations.

Devlin stays ahead of the group, scouting.
About 30 feet behind him are Baenor, Boomy, Sam, respectively.
The refugees stay in the middle with Tahni, Deldrid, and Braugh bringing up the rear. (Right?)

You walk trepidly for several minutes.
As you leave the confines of Deldrid's cave, you hear the Thud.... thud... thud... Begin to shrink away to the background.

And it is quickly replaced by a drip.... drip... scuffle skittle.

A rat? Mole maybe?

Then you hear a slow, drawn out creeeeeeaaak from around the corner. Like wood scraping on stone.

You continue to march, the tunnel gets more narrow and low. Tall and stocky Dwarves have to squeeze through narrow niches. Sam has an easier time.

Then you reach a small fork. One tunnel, significantly narrower and smaller branches off from the main tunnel. Deldrid can't remember for the life of him digging that one.

You study the 'new' tunnel... it looks like it was carved rather crudely, maybe with.... claws?



Boomy HP 17/20 AC 17/17/16  d20+9=15 ; d20+4=21 ; d20+9=26 ;
Friday July 15th, 2011 9:17:14 PM

ooc: Was the tunnel and cave big enough to bring my war horse through, or was I forced to abandon him outside?

Boomy whispers up to Devlin, Hey, do you still have those traps you found on the gnome back in the Cinderwood? This might be a good time to use one, especially if we wish to lay an ambush to prevent whatever it is from sneaking up on us. If not, I say we find what ever is in the tunnel before it comes looking for us.

Actions
-----------
Survival = 21
Perception to locate a door or the wood on stone sound = 15
Perception to locate traps = 26

Boomy HP 17/20 AC 17/17/16 
Friday July 15th, 2011 9:17:39 PM

P.S. Boomy makes sure to check the ceiling.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+6=10 ;
Friday July 15th, 2011 11:36:52 PM

Sam feels fear grip him. He strains to hear any threat approaching. The only thing he detects is the pounding of his heart. (whispering) What's ahead Boomy? I can't see a thing. I'm already missing the stone giants. His only comfort is that he is not in the front or back of the group.

perception (hearing)= 10

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=11 ; d20+5=18 ;
Saturday July 16th, 2011 1:08:28 AM

Tahni is distracted by Tina, so is not at her usual level of alertness (Perception: 11) though does notice the obvious fork in the path. She does her best to look for any discernable tracks (Survival to find any tracks: 18). She awaits the advice of the scouts.

========================
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

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=28 ;
Saturday July 16th, 2011 8:15:07 AM

Devlin nods to Boomy, I could set something up but it will take time. I'm not sure if we have enough of that. Best I could probably do is make an alarm ta let us know if anyone or anything follows down our path. If Delrid helps I might be able ta get it done quickly.

If the party wants Devlin can set up a simple alarm using something metal and a stick or stone wound between two pieces of twine or wire. When tripped the stick or stone spins hitting the metal, the sound should carry a far ways in the tight corridor.

Craft trapmaking = 28 (nat 20 woot)


Boomy HP 17/20 AC 17/17/16 
Saturday July 16th, 2011 11:21:09 AM

ooc: Devlin also found a bag of premade traps including a bear trap and needle trap, and other unnamed traps

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Saturday July 16th, 2011 4:47:13 PM

Ooc: I thought it was trap parts. Even premade the amount of time that goes into making a trap is quite lengthy if you look at the craft skill.

DM Addison 
Saturday July 16th, 2011 5:34:58 PM

OOC: Yeah, trapmaking and trap-setting are two different things. If you like, you could do a quick-setup of a trap. Its effectiveness determined by your Disable Divice or Craft Trapmaking roll... which was a nat 20.

SO go ahead and set whatever you like with that roll.

Boomy HP 17/20 AC 17/17/16 
Saturday July 16th, 2011 5:50:04 PM

The description said : Devlin quickly searches through the dying gnome's pockets and finds a number of lockpicks and small mechanical trigger devices. In the gnome's backpack are a series of traps - bear trap claws,springing needles and the like.

As for the craft skill, i can find nothing indicating how long it takes to set up a bear trap. Since it can be purchased in the APG, I imagine it is only a matter of opening it and setting it on the ground, but that is for the DM to decide.

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21  d20+9=19 ;
Saturday July 16th, 2011 10:59:49 PM

Delrid looks to he front of the pack, where this new tunnel seems to be. "We should prepare for danger, and protect the weak." The trap process seems intriguing, but when something is actively approaching a trap seems inappropirate.

"Devlin, your trap seems incredible, but can you tell what is making the creaking noise ahead?" Delrid looks to the walls and structure for places to fight or tuck the refugees to minimize harm.

Alemi, see us through safely. Fear is bad. Fear of the unknown is always worse...

Knowledge engineering: 19

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Sunday July 17th, 2011 12:24:56 AM

I would examine the tunnel if I could see it. Should I light a torch or have you guys got this taken care of? Either way, we need to get moving one way or the other.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Sunday July 17th, 2011 4:53:33 PM

"I would prefer that we not light torches, but then again I can see just fine. If you truly feel that you need it Sam, we can light a torch, but I feel darkness is one of our few allies at the moment."

Boomy HP 17/20 AC 17/17/16 
Sunday July 17th, 2011 9:41:42 PM

I would imagine anything living or hiding down here can see perfectly well in the dark. If anything, we are most likely the ones at the disadvantage.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+7=14 ;
Sunday July 17th, 2011 11:24:55 PM

Good point Boomy. Sam lights a torch and examines the tunnel. Much better. At least now I can see what is about to eat me.

Dungeoneering=14

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Monday July 18th, 2011 2:08:18 AM

Before Tahni can stop him, Sam has already lit a torch. "Well if we're going to jump in to doom, we may as well use both feet" she sighs. With a wave of her wrist and some magic words, four glowing spheres of light appear and move quickly down the "unknown" tunnel.

OOC: Use spell Dancing Lights to create 4 glowing spheres of light. Send them moving down the "unknown" tunnel up to 100ft this round, though stopping if we see any movement

========================
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


Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+9=21 ;
Monday July 18th, 2011 7:36:46 AM

Kreyton examines the tunnel, trying to recall any creature that might make such a tunnel naturally.

OOC:
Knowledge: Nature 21 on the claw marked trail.



Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21 
Monday July 18th, 2011 10:21:46 AM

"Why are we highlighting ourselves? Have you all gone mad?" Delrid whispers anxiously to his compatriots, frustration drips from every syllable. Perhaps these Dwarves deserved to be eaten by stone giants. "Did our scouts call the tunnels clear? I thought we all hard the same creak and shuffle from the corridor..."

Alemi, if you wished me to die, could you not have taken me in my sleep? This starving lot has now run me out of my home, and into harms way. We run into trouble and procure light and alarms before we know our threat.

Do you seek to make a leader of me? For all the skill and wisdom this group possesses, their judgment leaves much to be desired. Is that my purpose? Taken from the crafting of metal and stone to the crafting of plans and strategy. I sought my own ends, sheltering but a single dwarf. Now I see your ends, sheltering this lot of dwarves.


Delrid turns to Tahni: "Forgive both my concern and my questions. Have we a plan to determine our danger? I am no scout, but it looks as though this path may present a threat. Perhaps we could learn more of these strange noises before striking fires in this labyrinth. Shepherd, what are your words of wisdom?"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=25 ; d20+6=20 ;
Monday July 18th, 2011 1:37:56 PM

We have been at this too long without a break, were getting sloppy making mistakes
Whats done is done lets just be ready for what happens.

Devlin finds any area of shadow available and hunkers down. We will give a few minutes for the lights to bring anything out if nothing I will set the alarm and we move on. Can someone take the refugees on ahead? These tunnels are tight we may not need a full force to hold back anything that comes.

He keeps his eyes on the new tunnel and listens for any sound coming toward the group.

Stealth = 25
Perception = 20


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Monday July 18th, 2011 6:24:43 PM

"My ears couldn't pinpoint the direction... Was it coming from in front of us or behind?"

Addison: Maybe I wasn't specific on purpose. purpose, purpose... purpose... echo.... =)

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Monday July 18th, 2011 11:39:41 PM

Relax everybody! Its not like they can approach from too many different directions. We will be fine. Let's get moving before the stone giants bring this whole tunnel down on us. Keep your eyes open and your minds sharp.

DM Addison 
Tuesday July 19th, 2011 1:58:07 AM

(OOC: LOL. The visual image of six dwarves and a gnome whispering in the dark about being safe and how to determine danger while trying to keep each other quiet is priceless. Perfect imagery! We seriously gotta make an erfworld-type webcomic about this.)

Yall look something like this: Tunnels of Sister 3

Boomy, who unfortunately had to leave his horse outside with the donkeys, cart, and most of the provisions, asks Devlin about the traps he found earlier from a gnomish pirate.

Devlin sets a quick trip alarm at the branched off crude cave by propping a tin on a stick and tying a string to the other side.

Sam thinks about lighting a torch, and an assuring word from Boomy prompts him to do so.

As soon as your flint and steel spark the torch, you hear rapid scuttling both below and above you!
Little bugs, roaches, flee from the light.

Then, Tahni lights her globes and sends them down the crudely cut path. They reveal... nothing but more fleeing lizards and bugs.

Kreyton thinks that the tunnel could have been carved by a number of animals: Giant moles. Burrowing toads, Purple Worm younglings. There are many claw marks, as if the tunnel has been in use for some time.

As you speak to one another, you hear the wood-on-stone scraping sound increase in frequency... and increase in distance. It comes from the dwarven-carved tunnel ahead.

So. which way do you go?

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Tuesday July 19th, 2011 3:44:45 AM

OOC: "Tahni lights her globes"? :)

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21 
Tuesday July 19th, 2011 6:59:45 AM

"My kinsmen, what say you to pursuing our interlopers? If a scout or beast is fleeing, I would much rather be the aggressor than the prey." Delrid prepares to move, then looks at the motley crew. "Perhaps now is the time to build a standard pursuit? We discussed Devlin and Boomy leading, Tahni and Sam in the middle, and Delrid and Bruagh as rearguard. Should we also plan to keep refugees between the middle and the rearguard?"

Delrid is confident that pursuit and perception should lead, with protective or enhancing casters in the middle, but a stout rearguard or counterattack would be wise...


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Tuesday July 19th, 2011 8:47:12 PM

"We need to press on."

Boomy HP 17/20 AC 17/17/16  d20+6=16 ; d20+7=17 ; d20+9=25 ; d20+6=10 ;
Tuesday July 19th, 2011 8:54:34 PM

Boomy agrees with Deldrid and begins heading after the fleeing mystery. As they run he draws his Gurisame (reach weapon) so that he can attack over Devlin if necessary. Should the catch up to their prey he will access the situation and if he doesn't feel it too life threatening he will try to squeeze and tumble past Devlin and get behind the unknown. (

Perception = 25
Acrobatics to avoid AoO = 17
Escape Artist to squeeze past Devlin and get behind the unknown = 16

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=26 ; d20+6=19 ;
Tuesday July 19th, 2011 10:25:42 PM

Devlin nods in agreement and jogs to the lead position. If anything comes from the new tunnel the alarm should give us some warning. He scans the faces before him and says Lets move, if there are creatures before us the light may actually keep them at bay. I will lead and stay ahead of the light. If I come across something I will try to come back to warn you. If you hear my crossbows send the fighters. He finishes with a wink and a grin to the beleaguered group before moving into the dark tunnel.

Actions:
Move down the old tunnel
Stealth = 26
Perception = 19

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=23 ;
Tuesday July 19th, 2011 10:55:35 PM

"We could very well just be chasing shadows" Tahni surmises. She blinks out "her globes" and follows on in the formation suggested by Deldrid, still dragging Tina.

Perception: 23

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday July 19th, 2011 11:39:24 PM

Sam follows the groups plan and stays in the middle of the group. I'm keeping this torch lit. I can't put enemies to sleep that I can't see. Plus anything that has laid wait in ambush has probably died of boredom or old age waiting for us to approach.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Wednesday July 20th, 2011 12:19:58 AM

OOC: I believe we just unknowingly reenacted a scene from "The Hobbit" the Dwarves in that tale were always arguing with each other. LOL!

DM Addison  d20+6=12 ; d20+6=24 ;
Wednesday July 20th, 2011 3:07:12 AM

The trap is set.

Devlin, with Boomy following close behind, run ahead to see what the rapid scraping sound is all about as the rest remain behind.

You two run about 100 yards, what seems like forever, across slippery, moldy stone.

Devlin is in front and remains hidden, and you see them before they see you (perception = 12, fail), 60 feet away.

Several small green-skinned goblins are sprinting away from you in a single-file line at maximum speed down the tunnel.
You can see 8 of them, several carrying shovels and pickaxes. One in front seems to be pushing a.. wheelbarrow?
Two in the back of their group, closest to Devlin (60feet away) carry bows with arrows notched and are looking back periodically.

What do you do?

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21  d20=8 ;
Wednesday July 20th, 2011 12:27:27 PM

Delrid is not of yet aware of any commotion. When the time comes, Delrid will pursue one of the following courses of action:

A) The group is alerted to danger from the front:
i) Our warriors are in retreat with pursuit - Delrid casts grease to cover their exit
ii) Out warriors call for support - Delrid remains as rearguard for the refugees, expecting Bruagh to join the battle

B) Delrid becomes aware of danger from behind:
i) Threat is beyond 100 feet - Delrid casts Mage Armor to brace for impact
ii) Threat is within 100 feet - Delrid casts Grease to delay threat, allowing Bruagh to position
iii) Threat is within 20 feet - Delrid casts Color Spray from his Vambrace of Intervention

C) Delrid remains oblivious to any threats:
Continue rearguard, observe glory of the stone surrounding him. Continue contemplating decision to save dwarves. Wonder if somehow the gnome could have remained outside as a distraction.

Perception: 8 - Delrid likes rocks, and is surrounded by stone at the moment. He figures he could carve a single-piece golem from this stone in 10 days uninterrupted. A lot of moss, though...


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20=17 ;
Wednesday July 20th, 2011 3:05:20 PM

Bruagh doesn't see whats ahead so he continues to listen and look behind him as he brings up the rear.

(Waiting on someone to put the call out.)

Perception: 17

Boomy HP 17/20 AC 17/17/16  4d6=19 ; d20+4=18 ;
Wednesday July 20th, 2011 3:22:55 PM

ooc: My actions will probably take a round and a half to two rounds, but I want everyone to know what I am doing.

Boomy spots the fleeing interlopers and continues chasing after them, ignoring any arrows that may come his way. Once he is within 30ft of the leading goblin he will cast scorching ray from his solis ring and aim it at the goblin pushing the wheelbarrow, hoping to take him down and that the wheelbarrow and body will block the path of the others.

Actions:
Run (charge?) to catch up to the goblins
Hit Touch AC of 18 for 19dmg

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+2=16 ; d20+2=19 ; d8=7 ; d8=5 ;
Wednesday July 20th, 2011 7:57:08 PM

Ugly little greenskins, they cant be up to any good!

Devlin fires at one of the trailing goblins with bows hoping to limit the amount of fire Boomy is exposed to. He reloads and waits to see what kind of response is received from the filthy creatures.

Full attack action (fire both crossbows)
First shot = 16 dam = 7
Second shot = 19 dam = 5

Reload (swift action)

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=19 ;
Wednesday July 20th, 2011 8:32:32 PM

OOC: "Wonder if somehow the gnome could have remained outside as a distraction." hehe :)

Tahni is still dragging Tina along. She looks to some of the nearby refugees to take the load for her, and to free her hands. Are the group simply chasing shadows, or is there something else lurking down here?

Perception: 19

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday July 20th, 2011 11:51:48 PM

1. If he can hear the attacks/screams Sam waits for any threat to the refugees to approach. He is in a very ready casting stance and says Protect the refugees!

2. If he is unable to hear the fighting, he continues to stay with the group in a semi-ready, casual (but not too casual) casting stance and says It sure is quiet down here.

DM Addison  d20+4=14 ;
Wednesday July 20th, 2011 11:52:22 PM

Boomy charges headlong at the goblins!

The two in the back gasp, wide-eyed at the shirtless charging dwarf and their hands shake as they attempt to aim their bows.

With a twang, two bolts fly over Boomy's shoulder and with two consecutive plugs into the skinny guy, one of the bow-wielding goblins hits the stone, dead.
(And the first Goblin-kill of the adventure goes to Devlin! You get one ear, collect 10 to get a prize. That goes for everyone.)

The blood from his fallen companion splatters the other goblin's face, causing his shot to go as wide as his scared little eyes. The arrow hits the ceiling and tumbles pitifully with a clang.

He shouts to the rest of the fleeing Goblins in front of him in Goblinoid tongue Highlight to display spoiler: {"Dwarves are attacking! Not just the tinkerer either! Keep going!"}

As Boomy finishes his charge (which will take you face-to-face with the last gobling in line next turn), Tahni, Braugh, Sam, and Deldrid hear the twang of Devlin's crossbows, the sopping body hit the floor, and the call to continue running away from you.

I assume Deldrid casts his Mage Armor at this point? It can be your action for this turn since it was a ready action.



Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday July 21st, 2011 12:10:29 AM

ooc-I have to punch (1 damage per hit) 10 goblins to death to get a prize...pass :)

I will stay with the group (advancing as needed) and cast sleep (wait action) on any goblin who approaches the refugees.

Addison: I will consider granting other rewards for incapacitating via spells. I figure since so many rewards come from out of combat situations, a few should come from combat as well.

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21  d20=4 ;
Thursday July 21st, 2011 4:32:16 AM

Delrid is not aware of any danger from the rear, and our scout force does not seem to be in retreat. The most likely action for Delrid is to "hunker down" as rearguard. He will search diligently for any threat from behind.

Hopefully the group to the front can handle the situation. Aside from the gnome, Delrid is growing fond of his traveling companions.

Perception: 4 Ooh look at this vein of quartz! The embedded crystalline structure would lend itself nicely to a well-lit laboratory, refracting a maximal amount of light for dedicated workspace.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Thursday July 21st, 2011 8:00:18 AM

Bruagh holds axe and shield at the ready. His hearts says charge headlong towards the sounds ahead, but his head says stay put and watch for an attack from the rear. "Keep your head on a swivel friend." he says to Delrid.

Peception: 17

Boomy HP 17/20 AC 17/17/16 
Thursday July 21st, 2011 9:12:29 AM

Boomy grimaces as one of the goblins falls, he had hoped for first blood. Oh well. he thinks to himself, I don't want them escaping with whatever is in that wheelbarrow. The monk continues his charge and prepares to unleash his blast of fiery vengeance upon the green goblins.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+2=3 ; d20+2=8 ;
Thursday July 21st, 2011 10:25:19 AM

As Boomy finishes his charge Devlin fires two more shots into the rear of the greenskin line. The range and lighting makes his shots difficult and they go wide. He turns his head back and shouts in Dwarven. We got greenskins, they seem to be fleeing something get the group moving faster. Sam maybe you can use the same trick you used on the halfling so we can try and question one of them. He than reloads and gets ready to move closer to the action.

Actions:
Full round action (fire at goblins)
First shot = 3
Second shot = 8
Reload (swift action)



Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=15 ;
Thursday July 21st, 2011 9:29:38 PM

Tahni stays in the pack with the refugees. They increase their pace per Devlin's direction, keen to get out of the tunnel, and wary about what may be following them.

Perception: 15

========================
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 
Thursday July 21st, 2011 11:01:00 PM

I'll see what I can do Devlin

Sam moves forward and (if in sight) begins casting sleep on the nearest goblin.

actions- move ? feet until in range of goblin
cast sleep (full round)

Boomy HP 17/20 AC 17/17/16 
Thursday July 21st, 2011 11:56:37 PM

Did we ever get the reward for killing the most zombies?

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21  d20=6 ;
Friday July 22nd, 2011 6:48:46 AM

"Press forward, my kinsmen!" Delrid whispers urgently to the refugees. "While battle may lay ahead, we will be broken if we remain separated." Delrid gently nudges the closest refugee (Praswell? Wycleff?) to scoot toward Tahni and Sam.

"You at the front, can you transport the weary so our priestess may battle?" Delrid hopes the refugees will start carrying their own sick.

What a pathetic group of Dwarves. The hardiest race trusting a female priestess to drag their weary, while letting a gnome show courage while they huddle in the dark. No wonder they are homeless and hopeless. Show some resolve!

Delrid keeps one eye on the gaggle, and one eye on the path behind.

Perception: 6 Turns out keeping one eye in any direction isn't very good. Delrid notices the beginnings of a migraine from his attempt to peer in multiple directions. I guess that's why Alemi put both eyes on the same side of the face; so they both look at one thing.

OOC: Is there a dice rolling award? I have rolled under an 8 on almost all my perception checks. I feel that justifies some recognition (pun intended)!


Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+4=8 ;
Friday July 22nd, 2011 8:53:45 AM

Kreyton moves forward towards the advanced scouts. If he can get a shot off on any goblin he takes it.

OOC: Hit AC 8...

DM Addison  d20+4=12 ; d20+4=17 ; d6=6 ; d20+3=22 ; d20+3=5 ; d6=1 ;
Friday July 22nd, 2011 11:54:22 AM

(OOC: Was it you, Boomy/Matt that killed the most Zombies in the last adventure? Including the zombie head-on-head action.)

Devlin fires another volley, and the small Goblin ducks in time that the bolts skitter against the walls of the cavern.

Boomy finishes his charge, ending right next to the ducking bow-wielding goblin and sends a fiery ray from his Solis ring arcing across the tunnel. It smacks the lead goblin, pushing the wheel barrow in the back.
He screams a high-pitched squeel of pain as his skin ignites!
The wheelbarrow tumbles to the ground, causing the rest of the goblins to stumble to a halt.

They visibly begin to panic as their path is now somewhat blocked.
The next Goblin in line (well call him goblin 2) kicks the corpse of his comrade to the side and begins to pick up the wheelbarrow, but something has fallen out of it... something shiny.
He shouts back to the others in Goblinoid Highlight to display spoiler: {, "Hold them off so I can get this moving!"}

Goblin 6 (the bow wielder), hops back from Boomy and fires at him (miss AC 12) and another arrow flies from Goblin 5 as he also pulls out a bow and fires, plugging Boomy in the ribs for 6 damage! (Hit AC 17 for 6).
Goblins 3 and 4 then charge past their bow-wielding comrades and attack Boomy with a pickaxe and shovel! You block much of the onslaught, but you do catch a shovel-flat upside the head (hit AC 22 for 1 damage).

Sam, and Kreyton begin running full-speed to the sound of the battle, but they are a good 60feet away, so it will take you a turn to reach them.

As Baenor and Dende volunteer to carry Ms. Cloverdale, Braugh, Tahni and Deldrid then hear the clang, clang of Devlin's alarm being triggered.... something is coming from the other tunnel...

Goblin 1 - DED. Burned by Boomy to a crisp.
Goblin 7 - DED. Bolted by Devlin
Goblin 3 and 4- in melee with Boomy
Goblin 5 and 6 - firing bows down the hallway at Boomy
Goblin 2 - picking up wheelbarrow to run away some more.

Boomy HP 17/20 AC 17/17/16  d20+1=21 ; d20+1=10 ; 2d4+4=11 ;
Friday July 22nd, 2011 12:15:10 PM

As the first goblin charges Boomy the monk smiles a wicked smile as hie adamatine guirsame comes down and slices deep into his assailant.

Action
------------
AoO Hit AC 21 (confirm crit 10) for 11 dmg
(I am wielding a reach weapon, man I need to become proficient with it)

ooc: Could I find out if my AoO killed the goblin before completing my move?

Boomy HP 17/20 AC 17/17/16 
Friday July 22nd, 2011 1:42:35 PM

ooc: I (Boomy / James) did the head on head combat. I forgot if I had the most kills or if it was Frootloop.

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21 
Friday July 22nd, 2011 1:57:56 PM

As stated previously, assuming he threat is beyond 100 feet, Delrid sheathes himself in conjuration magic (Mage Armor). If given time, Delrid will prepare the ground between 10 and 20 feet away with conjured lubricant (grease). Turning to Bruagh: "Be wary, the ground between ten and twenty feet is highly slippery. This should significantly disrupt any charging assailants for the next few minutes. As they try to rise and fight, I will do my best to stun them with magic. Bruagh, can you hold the line against two Goblins at once? I am no good in direct battle."

As the sounds approach, Delrid encourages the refugees to shelter themselves as much as possible against the walls or in any alcoves.

-------------------
Delrid's Armor Class temporarily becomes 16/12/14

If time allows for the grease spell, any moving through the area require DC 15 Reflex or Fall

Any moving through the grease require DC 10 Acrobatics for half speed possibly compounded by moss? Failure by 5 or more results in falling.

Any failing acrobatics are considered flat footed unless they choose to not move.

(Is that how I'm supposed to describe stuff?)


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20=11 ;
Friday July 22nd, 2011 4:08:38 PM

"Two goblins he says... friend, I'm insulted. You forget, we are the chosen race. What are 2 goblins, or even 200 hundred against an armed and prepared Dwarf? And besides, we have Domi and Alemi on our side." He speaks loud enough to the refugees can hear his confidence and take heart.

Bruagh, shield and axe at the ready, moves to within 5ft of the grease. He plants his feet and takes his warriors stance.

Perception: 11

(Ben, looks great. Good job!)

Boomy HP 17/20 AC 17/17/16  d20+4=22 ; d3=2 ; d20+4=21 ; d6+3=7 ; d6+3=7 ;
Friday July 22nd, 2011 8:56:43 PM

After burying his guirsame into first goblin the monk sees another goblin charge him...this is going to be more fun than he thought. He holds his position until the other greeny comes within reach and then delivers another flurry of blows. His first attack sends his foot deep into the creatures ribs and his second buries an elbow into a flattened green nose.

Actions
------------------
Flurry of blows against goblins. Start with the goblin I got the AoO against =. If he falls attack the other goblin.
Hit AC 22 for 7 dmg
Hit AC 21 for 7 dmg

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+2=6 ; d20+2=14 ; d8=8 ; d20+6=25 ;
Friday July 22nd, 2011 9:24:02 PM

With goblins falling to the fury of Boomy's blows Devlin takes a chance to fire at one of the bow wielding creatures. With all the bodies moving its hard for him to tell if any of his bolts hit their mark. Something in that wheelbarrow is important to them. Devlin shouts to the group, he attempts to make out what it was that fell shining to the ground.

Actions:
Full round action (fire two shots at goblin 5)
First shot = 6
Second shot = 15 (if hit) dam = 8
Perception to see what fell out of the wheelbarrow = 25
Reload crossbows (swift action)

Ooc: bonus from hated added to attack roll.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday July 22nd, 2011 11:08:03 PM

Sam continues forward towards Devlin. I'm coming Devlin! Give me a second to catch up!

actions- move until danger spotted or next to forward group.
(no longer casting sleep)

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=27 ;
Saturday July 23rd, 2011 3:05:03 AM

OOC: Just a reminder to everyone (except Sam, sorry!) - Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes

Tahni stands side-by-side with Deldrid. "We must do what we can to give the refugees time to escape". The adrenaline from danger seems to heighten her senses as she readies herself for battle. (Perception: 27)

Ready an action to cast Color Spray should any enemy get within 15ft. Will Save vs DC12.

========================
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


Boomy HP 17/20 AC 17/17/16 
Saturday July 23rd, 2011 10:34:56 AM

Please add +1 to my attack rolls.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Saturday July 23rd, 2011 7:13:31 PM

ooc-Shucks! I don't get a +1 bonus to do 1 non-leathal damage with my punches. I don't carry weapons. :)

DM Addison 
Saturday July 23rd, 2011 9:25:07 PM

(OOC: Yep. 11 is enough to drop one of these little guys! Ouchies)

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21 
Sunday July 24th, 2011 6:15:18 AM

"Bruagh, it warms my heart to hear a dwarf with your confidence. I will take the space behind you and Tahni. Do you have any healing items on you in case one of you falls? I am no medic." Delrid feels very confident the wall of Bruagh and Tahni will stand strong against anything rushing down the tunnel. However, he does feel a little unprepared for battle...

Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=5 ;
Sunday July 24th, 2011 8:48:20 AM

Kreyton continues to run forward into the fight, his ears picking up the sound of alarm from behind him. "Great" is all he can manage as he moves a quickly as possible to get into range.

As soon as he can see a goblin, he throws a spear.

OOC:
Hit ac 5...oof

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20+7=9 ; d10+3=6 ;
Sunday July 24th, 2011 8:53:22 AM

OOC: Nothing like a 2 and 3 to start off combat.

Bruagh readies an action to attack whatever comes in range to attack, without him having to step in the grease.

Blah: 9 to hit, 6 damage, +1 to both if its more goblins.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Sunday July 24th, 2011 7:59:14 PM

Tahni hands one of her Cure Light Wounds potions to Deldrid. "I'm no fighter either. But if Bruagh takes point, and we each cover his flank, I think we can hold this position."

OOC: Proposing a sort of triangle formation. Bruagh front and center, Deldrid and Tahni behind on either side of him

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Sunday July 24th, 2011 8:21:53 PM

"What ever is coming... They shall not pass."

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Sunday July 24th, 2011 10:01:29 PM

ooc-just checking in.


DM Addison  d20+3=14 ; d20+3=13 ; d20+3=6 ;
Monday July 25th, 2011 3:25:39 AM

Boomy cleaves the face of which Goblin (I guess 4?) with his reach weapon, sending him to the earth screaming and holding his marred flesh on his knees... he is unconscious in a few seconds of horror and bloodshed. (Don't forget the 6 damage from goblin 5's bow attack)

Then the monk kicks Goblin 5 in the ribs with a loud crack and elbows him in the jaw, knocking him into the wall and onto the floor.
His shovel tumbles to the ground with a clunk.

Goblin 5 and 6 run back 20 feet and fire their bows at Boomy, but the Monk deflects both arrows with his forearms and guirisame (Miss AC 14 and 13)

Devlin fires two bolts at the running, bow-wielding goblins, and one sticks into the gut of GOblin 5. He doubles over in pain and begins to retreat again.
From the wheel-barrow, a number of swords, bows, and even some armor are on the cave floor. There are also several leather pouches, from which small gems have spilled onto the floor. Still, much of it is still in the barrow with Goblin 2 though.

Sam has caught up to Devlin and Boomy is right ahead, surrounded by slain foes.

Deldrid casts Grease behind the group and Braugh takes position with shield held high. Tahni hands a potion to Deldrid and stands at the ready.

You hear a shuffling sound coming from the claw-marked tunnel, then, you see a slug-like creature, with four pointed teeth and gaping jaw slither around the corner!

Knowledge Dungeoneering DC 15 to know stuff about it.

It charges at you faster then you can think sucha thing could move, and right into the grease! 10feet away from Braugh the creature's belly is coated in the slippery liquid and it slithers madly, thrashing about, flinging the stuff all over the cavernous wall. (Reflex save = 6)

Do you step into the Grease to reach it?

Goblin 1 - DED. Burned by Boomy to a crisp.
Goblin 7 - DED. Bolted by Devlin
Goblin 3 and 4- DED one AOO by Boomy, another pummeled via flurry
Goblin 5 - one bolt in his gut, firing at Boomy
Goblin 6 - firing bows down the hallway at Boomy
Goblin 2 - runing for his life



Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Monday July 25th, 2011 7:52:09 AM

Night, night! Sam begins casting sleep into the remaining group of goblins.

sleep= dc 15

Boomy HP 15/20 AC 12/17/16 
Monday July 25th, 2011 9:28:17 AM

I don't know what is going on. I change my hp and it changes back after I submit it.

Boomy HP 15/20 AC 17/17/16 
Monday July 25th, 2011 9:29:26 AM

oops...I had changed my ac not hp.....

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Monday July 25th, 2011 10:16:24 AM

"What on earth is that thing?!?" Tahni exclaims. Her first instinct is to step backwards, but doing so would leave Bruagh standing alone. As a compromise, she reaches out to touch Bruagh's shoulder, calling upon Alemi to keep him safe (Cast Protection From Evil on Bruagh. Duration 10rnds) before taking a few steps backward (5ft step back)

OOC: Question to DM - Is this a natural cave, or a mined one? ie: Are there structural supports?

========================
Spells Currently in effect: Protection From Evil (Bruagh 1/10)
Energy Channels: 4
Calming Touch: 8
Resistant Touch: 8

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

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

Delrid AC 12/12/10 -- CMD 12/16 -- HP 21/21  d20+9=11 ; d20+3=6 ; d6+1=3 ;
Monday July 25th, 2011 11:55:13 AM

"Bruagh, I'll trust you can keep that beast off our refugees. I would like to give myself a little peace of mind..."
Delrid eyeballs the height of the tunnel, and the height of his comrade.

Knowledge Engineering: 11 Delrid is pretty confident a big Bruagh will deliver more fury than our current Bruagh.
----------------
If it looks like Bruagh can fit, Delrid casts Enlarge Person on Bruagh. Enlarge Person will double his height. From my understanding the tunnel won't be under 9 feet tall.

If it doesn't look like Bruagh can fit, Delrid will utilize his Acid Dart ability. 30 foot range, 7 uses per day:

Ranged Touch: AC 6, Damage 3

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Monday July 25th, 2011 11:57:08 AM

OOC: AC Update in Title. Still learning...

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 ENLARGED  d20+2=9 ; d20+7=24 ; d10+4=6 ;
Monday July 25th, 2011 3:38:58 PM

Now that he is enlarged, Bruagh uses his reach to hit the squirming worm. "Good Call Delrid."

Hit AC 23, 7 Damage. (+1 Damage from whetstone).
Knowledge Dungeoneering... 9

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Monday July 25th, 2011 4:13:02 PM

OOC: Bruagh, does that include enlarged weapon damage?

Zach: +1 from the +2 Str Bonus right?

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+3=6 ; d20+3=11 ; d20+7=23 ;
Monday July 25th, 2011 5:09:12 PM

Devlin provides covering fire as Boomy moves up and than moves aside for Sam. They have weapons and or items in that wheelbarrow, might prove useful for us. He glances back to see the giant snake like creature getting pounded by Bruagh. Devlin easily identifies the Grick for what it is from a past expierence with the creatures. Those Grick be tough ta kill, gonna need a magic weapon ta pierce its hide normal blades just bounce off. Devlin shouts to those in the back before turning his attention back to the goblins.

Actions:
Full round action (shoot at goblin 5)
First shot = 6
Second shot = 11
Reload (swift action)
Knowledge dungeoneering = 23

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Monday July 25th, 2011 5:54:22 PM

OOC: The weapon enlarges, too. Your damage goes up one size increment...

Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=5 ;
Monday July 25th, 2011 6:36:51 PM

Kreyton spins to see the creature coming up out of the tunnel. "Just great" he says as he calls a ball of fire to his hand, throwing it at the weird worm thing. Unfortunately he misses horribly.

OOC:
Cast produce flame
Hit Touch AC 5....shakes head.

Boomy HP 15/20 AC 17/17/16  d20+7=20 ; d20+7=9 ; d6+3=7 ;
Monday July 25th, 2011 7:56:34 PM

AHHHHHHHHHHHHHHHHHHHHHHHHHHH!
Boomy lets forth a war cry that echoes off the cavern walls as he charges past the archers and straight for the fleeing goblin. (I am not sure how far away he is, since he is pushing a wheelbarrow while injured and spilling things I hope he is slowed down). He does his best to avoid getting hit be the archers as he charges between them, but any misses would be due to lack of a melee weapon as opposed to his acrobatics skill. When he reaches the turn tail greenie he jumps several inches off the ground and plants his foot in the creature's back.

Actions
----------
Run after (charge if in range) goblin with the wheelbarrow
Acrobatic check to avoid an AoO not needed: (They cannot make AoO with bows, right?)
Atk fleeing Goblin, Hit AC 20 for 7dmg
Acrobatics to jump in the air and kick him in the head = 9 (Made it just over 2 feet off the ground, good thing they are small.)

DM Addison  2d8+4=9 ; d20+2=18 ; d20+2=15 ; d20+2=19 ; d20+4=11 d20+3=9 d20+3=18 d20+3=20 d8+1=8 d6=6
Monday July 25th, 2011 8:12:59 PM

OOC: The Cavern you are currently in has support beams and the like, making it obviously crafted long ago by humanoid hands. The side tunnel that the worm came from on the other hand looks as if it has been carved by claws.

Tahni casts Protection from Evil and Deldrid enlarges Braugh to be a super-sized Paladin glowing with an awesome aura about him. Your head juuuuust barely scrapes the walls of the cavern and your broad armored shoulders rub against the corners, but you fit... barely.

Braugh then uses his increased reach to swing his axe at the creature. (I took the liberty of rerolling your new sized-up weapon 1d10 becomes 2d8. So you got 10 total right?)

But alas, no blood is shed from the creature as the impact of the weapon seems to be absorbed by its leathery hide. It appears Devlin's knowledge proves right.

The Grick slithers up the side of the cavern (Climbing speed eh?) and then lunges at Braugh, clamping on to his shield and thrashing about from its wall-perch (Miss AC 11)

Kreyton sends a fiery ball that slams into the wall beyond.

Sam casts his Sleep spell, sending waves of drowsiness and the distinct flavor of Nyquil throughout the hallways. Each Goblin blinks a couple of times, and wonder what the heck that was (Will saves 18, 15, and 19. woah, sorry there man. That's the rolls!)

and they keep on running

Devlin provides cover fire to no avail as Boomy's Acrobatics check is not high enough to make it over the two bow-wielding goblins blocking his path (yeah, they are small, but there are 2 of em in a really cramped space)... would you like to try a Overrun?

Boomy jumps clear over the two bow-wielding gobling and attempts to jump-kick the wheel-barrow one in the back, but his foot goes high over the small creature's head.

The two bow-wielding goblins look at one another and nod. They pull brown bags from their waistbands and throw them at Boomy! One bag breaks over the stone, spilling a black tar-like goo on the cavern, but the other bursts over Boomy's legs, Entangling him and anchoring him to the ground. (one misses touch AC 9 and one HITS touch AC 18). Please make a DC 15 Reflex save to avoid being unable to move.

(Entangle effects: An entangled creature takes a --2 penalty on attack rolls and a --4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.)

Then, the Wheel-barrow running goblin, who you almost kicked, quickly grabs something from the cart in front of him and turns around.

Its a sword! A really fine-looking longsword! He wields it in both hands and swings it at you wildly and you block with a clang, clang, clang. But then, he bats your weapon aside and sinks the sword into your belly.

You feel a cold chill overtake your body, emanating from the site of the blade-wound, absolutely freezing your insides. (Hit AC 20 for 8 slashing and 6 Cold damage. Total of 14, ouch!)

Goblin 1 - DED. Burned by Boomy to a crisp.
Goblin 7 - DED. Bolted by Devlin
Goblin 3 and 4- DED one AOO by Boomy, another pummeled via flurry
Goblin 5 - one bolt in his gut, throwing Tanglefoot Bag at Boomy
Goblin 6 - Throwing TangleFoot Bag at Boomy
Goblin 2 - Dropped the Wheel-Barrow and has his blade in Boomy's stomach.

Grick - Clamped onto Braugh's shield, thrashing about wildly.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 ENLARGED  2d8+4=12 ; d20+6=12 ;
Monday July 25th, 2011 8:38:55 PM

"I can hold'em here, but I can't do much with'em!" Bruagh decides to shell up and fight defensively until he can get his hands on a magic weapon.

Attack: 10
Damage: 12

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Monday July 25th, 2011 9:52:33 PM

We need to either move the refugees towards the goblins or take part of this tunnel down to block this thing's path to us! That thing is going to devour us all!

Sam redirects his attention back on the goblins. The little green-skins are resilient! One more time. Sam focuses his mind and begins casting the sleep spell again.

Action-cast sleep...again

ooc-I want to cast it only on goblins obviously, so however many I can fit in the radius without getting our own dudes would be spectacular.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday July 25th, 2011 11:24:37 PM

Seeing that Boomy and Sam seem to have the goblins in hand Devlin runs back to the rear line. As he goes he lets his crossbows hang from their tethers and pulls out the short sword he found back in Riddleport. As he does it takes on a slight green glow that seems to drip from the weapon. When he reaches the others in the back he says Pass this up to Bruagh it should help make quick work of that beastie. Will probably look like a toothpick in his hands now but there is no helping that.

Actions:
Run back to Tahni and pass along +1 acid shortsword to be given to Braugh.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Tuesday July 26th, 2011 6:34:43 AM

"Bruagh! Weapon here!" Tahni calls out as she holds the blade out to him. The shortsword looks awfully short compared to the large sized Bruagh...

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21  2d4=3 ; 2d4=3 ;
Tuesday July 26th, 2011 6:55:05 AM

"That gnome is a significant distraction. Was he one of the refugees?" Delrid plays his part in passing Bruagh the magic weapon when the time comes.

Seeking a clear lane, Delrid reaches to his left arm and aims it at the wall-beast. Moving his right hand with a distinct choreography, he aligns the single gold ridge on his Vambrace of Intervention with the gaping gold dragon maw on his left hand. In an arcane cascade, illusory magic floods the cavern.

Barely perceptible, the golden glow retracts 2% from the front of the aligned ridge. A small amount of the magic held within the Vambrace has been expended...

----------------
Delrid activates Color Spray from his Vambrace of Intervention.
Will save DC 15, or suffers unconscious, blinded, stunned results based on hit die. Sightless creatures are unaffected.

OOC: Do you want PCs to look up monsters to better adjudicate spell results? That seems to lose some of the mystery, but expedite the game...

Boomy HP 15/20 AC 17/17/16 
Tuesday July 26th, 2011 8:20:11 AM

Boomy yells as he charges, adamatine guirsame held high, He hopes the goblins will be smart enough to move to the side as he charges through, after having seen his kill three goblins, who were better armed than they are, in a matter of seconds. If not, he will simply over run them to get to his prey.

Actions.
Use the 20 to over run the goblins
Use the 9 to hit the fleeing goblin

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 ENLARGED 
Tuesday July 26th, 2011 2:56:35 PM

After his ineffective attack from before, Bruagh sheathes his axe and takes the seemingly small short sword from Tahni.

DM Addison 
Tuesday July 26th, 2011 5:18:00 PM

Please see edited previous post for Goblin actions. Boomy gets an action today (which you can delay to see the results of Sam's sleep spell if you like) and then we are all caught up by tonight's post.

Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=15 ; d6+2=7 ;
Tuesday July 26th, 2011 5:28:57 PM

Kreyton continues his attack on the burrowing beast, with much better results.

OOC:
Hit touch ac 15 for 7 fire.

Boomy HP 15/20 AC 17/17/16  d20+6=14 ; d20+6=15 ; d6+3=7 ;
Tuesday July 26th, 2011 9:53:47 PM

Boomy takes his AoO on the goblin as he picks the weapon off the wheelbarrow uses his Stunning Fist attack to hit the goblin.

AoO on sword wielding Goblin, Hit AC 15 for 7 dmg.
If the attack lands the goblin must make a dc 15 fort save or be stunned for 1 round. (16 if goblin hatred applies a bonus)

(I rerolled atk using a hero point.)

Boomy HP 15/20 AC 17/17/16 
Tuesday July 26th, 2011 9:54:09 PM

I am waiting on the rest of my turn to see if the sleep spell effects the goblins.

Boomy HP 15/20 AC 17/17/16 
Wednesday July 27th, 2011 8:50:51 AM

I might have trouble posting on Thursday, I will be at my Grandpa's funeral.

DM Addison 
Wednesday July 27th, 2011 5:25:16 PM

Boomy, just so we are all on same pageish:
Round 2- you killed Goblin 4 and 5, and Goblin 5 and 6 shot bows at you
Round 3 - you jumped over the goblins and missed the wheel-barrow one. They threw tanglefoot bags and stabbed you.

Two bow-wielding goblins are next to each other about 20 feet behind you (you jumped over them). You are adjacent to the Longsword-wielding Goblin. I don't think you get an AOO from him grabbing something that is readily available (in the wheelbarrow on top) and then swinging it at you.

Round 4 - you are stunning fisting and they will counter somehow. Don't forget to change your HP

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Wednesday July 27th, 2011 6:04:27 PM

OOC: James, travel safely and good luck.



Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 ENLARGED 
Wednesday July 27th, 2011 6:23:29 PM

OOC: Sorry for your loss.

DM Addison 
Thursday July 28th, 2011 12:59:02 AM

The map in my head looks something like this

DM Addison  d20+2=21 ; d20+2=7 ; d20+2=7 ; d20+2=20 ; d20+6=24 ; d20+4=21 ; d20-1=10 ; d20-1=16 ; d20-1=16 ; d20-1=8 ; d4+1=3 ;
Thursday July 28th, 2011 1:32:29 AM

Boomy sees the wheel-barrow running Goblin grab something from the cart and takes the chance to punch him square in the face, sending shudders down his body, yet he retains enough fortitude to press the attack (Fort save 21)

Sam then completes his second casting of Sleep, and this time it sends the two bow-wielding Goblins into a deep slumber (usually I say the ones closest to you roll their saves first: Will saves 7, 7 and 20)

Devlin passes the Acidic Short Sword down the line, placing it firmly in Braugh's grasp.

Deldrid uses his home-crafted bracelets to send a blast of color at the Grick, showering it in a confusing lazer-light show. The creature seems annoyed, yet unaffected (Will save 24) (Also, I allow you guys to look up monster stats only AFTER a successful knowledge check. But the smart guy can always share info, as Devlin did. ;)

Kreyton sends a fiery ball of heat at the Grick, smashing it in the face, making the whole tunnel smell of burning fish-bait. The creature shrieks in pain and anger.

The Grick batts Braugh's shield aside and digs its teeth into the paladin's shoulder, knawing feebly, its tentacles thrashing about wildly (Hit AC 21 for 3 damage! Miss AC 10, 16, 16, and 8 though)

Goblin 2 is injured but awake, he will act after Boomy I s'pose. No biggie though, James has other obligations at the moment.

Goblin 1 - DED. Burned by Boomy to a crisp.
Goblin 7 - DED. Bolted by Devlin
Goblin 3 and 4- DED one AOO by Boomy, another pummeled via flurry
Goblin 5 - one bolt in his gut, ASLEEP
Goblin 6 - ASLEEP
Goblin 2 - Dropped the Wheel-Barrow and has his blade in Boomy's stomach. Broken Jaw though.

Grick - Eating Braugh slowly. Burnt a bit from Kreyton's spell



Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED  d20+6=23 ; d6+5=8 ; d6=6 ;
Thursday July 28th, 2011 5:51:46 AM

Bruagh tries to jab his borrowed short sword into the maw of the Grick. "Eat that you over-grown earth worm!"

Attack: 23
Damage: 8 + 6 Acid

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+6=10 ;
Thursday July 28th, 2011 10:05:00 AM

ooc-Sorry for your loss man.

Sam smiles as the two goblins hit the floor dead asleep. The smile quickly fades as the furry and chaos of battle whirl around him. He hears his companions fending off the Grick behind him, while protecting the refugees. Then he sees Boomy charging forward against the goblins. He carefully steps over the sleeping goblins and moves behind his savior, Boomy. Once there, he does his best to see past him for any further threat. I'm with you Boomy. The others are fighting the Grick.

actions- double move
perception=10...


Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday July 28th, 2011 12:04:29 PM

ooc-I DO get a +1 hatred bonus vs goblins. Whoopeee...

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+7=21 ; d8=2 ; d6=2 ;
Thursday July 28th, 2011 2:16:01 PM

Glancing around to make sure everyone is occupied with the ongoing combats Devlin advances on the sleeping goblins. Once within range he aims and fires at the wounded and sleeping goblin his bolt striking the wicked creature in the neck. No one wants to do this, some too sensitive, others oath bound not to. If we let these creatures live they will only track us down or bring something stronger to us. We do need some information so one of them will live but I don't see its future being too bright.

Devlin sets his sights on the other sleeping goblin and begins to grab his rope from his pack.
I'm going to tie one of these up so we can question it.

Actions:
Move close to sleeping goblins, fire at wounded goblin
To hit = 21 Dam = 4


Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Thursday July 28th, 2011 5:57:34 PM

Delrid observes the barechested dwarf getting stabbed, and wonders if some armor (or at least a shirt) would do him good. At least the bare skin reveals the huge gash and ice crystals on his small intestine.

Delrid cocks his Vambrace of Intervention, and prepares to blast the Grick again.
-------------
Color Spray, DC 15 or stunned.

Boomy HP 1/20 AC 17/17/16  d20+5=19 ; d20+5=15 ; d6+3=5 ; d6+3=6 ;
Thursday July 28th, 2011 10:49:53 PM

Boomy feels the goblins blade slice through him like butter and cold spread forth from the wound. It saps almost all of his strength. He has no idea what to do next, other than to fight till he drops, when he notices the goblins behind him fall asleep. As he realizes that the odds has evened he grins and lets forth a flurry of blows against goblin #2. Tonight one of them will meet their destiny, and he prays to Domi that it won't be him. He has a feeling the next person to land a blow or two will win be the only one to walk away.

Lad, he calls to Sam Any chance you can stop the bleeding? If not, I'm afraid you'll be finding me a graven man. If needed, there be some potions in my bag.

Actions
-------------------------------
Hit Ac 17 for 5 dmg
Hit AC 13 for 6 dmg
(Silent prayer to Domi)

ooc: Boomy has a CLW and CMW potion in his bag should he fall in battle.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday July 28th, 2011 11:03:55 PM

I'm no healer! I usually just avoid damage all together. I'll use your potion.

ooc-Not sure if I needed to double move to get to Boomy. Either way, my next action will be to get his potion out of his bag.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=21 ;
Friday July 29th, 2011 6:55:14 AM

Hearing Boomy and Sam's exchange (Perception: 21) Tahni excuses herself from the Grick battle"Sam and Boomy need me. amd I'm afraid I cannot assist further in this fight. Hold this thing at bay as long as you can. I'll be back!"

She then runs as fast as she can down the tunnel towards Boomy and Sam.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED 
Friday July 29th, 2011 10:00:06 AM

"Hold it at bay?!?! I'm gonna kill it!"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Saturday July 30th, 2011 11:53:25 PM

Checking in.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED 
Sunday July 31st, 2011 9:24:58 AM

Same here.

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Sunday July 31st, 2011 10:41:36 AM

Uhhhh, checking in as well...?

Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet 
Sunday July 31st, 2011 2:38:41 PM

checking in

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Sunday July 31st, 2011 9:30:47 PM

OOC: Checking in

Boomy HP 1/20 AC 17/17/16 
Sunday July 31st, 2011 11:29:18 PM

Checking in

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Sunday July 31st, 2011 11:33:51 PM

checking in

DM Addison  d20+6=17 ; d20+4=6 ; d20-1=14 ; d20-1=1 ; d20-1=17 ;
Monday August 1st, 2011 12:37:26 PM

Boomy can feel the strength leaving his body as his intestines freeze underneath his skin.

The Goblin smiles at you and twists the fine longsword in your stomach.

But then, the old Monk grabs the hands of the Goblin as they grasp the sword, and the green-skin's eyes turn to terror as he realizes he's stuck there now.

ONe punch knocks the goblin's teeth out, the second crushes his skull and sends him to the floor, dead.

Sam runs to the injured Boomy and quickly finds the potions in his backpack and Tahni moves to assist, passing Devlin as he finishes off a sleeping Gobin with a bolt to the neck, sending blood spraying on the cavern wall for a second or two.

Meanwhile, Braugh sticks the shortsword in the mouth of the Grick, sending acid in its maw, smoke rises and it emits a high-pitched squeal.
Deldrid fires his vambraces again, sending colors all about the Grick's face, but affecting it little (Will save = 17)

The Grick thrashes at you with everything it has (Miss AC 6, 14, 1, and 17... )

It is outnumbered, but very angry.

Goblin 1 - DED. Burned by Boomy to a crisp.
Goblin 7 - DED. Bolted by Devlin
Goblin 3 and 4- DED one AOO by Boomy, another pummeled via flurry
Goblin 5 - DED, bolted
Goblin 6 - ASLEEP
Goblin 2 - DED via Boomy pummeling

Grick - Still fighting Braugh. Hurt moderately via fire and acid.


Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Monday August 1st, 2011 5:57:52 PM

Delrid figures the Grick is destined to be stabbed to death, and conserves resources. The other end of the tunnel is quiet, and everyone seems to be moving. He moves to the middle of the pack of refugees to better prepare for any future encounters.

Anyone interested in bolstering Bruagh should have plenty of room for support, but Delrid feels as though his work is done here...

Boomy HP 1/20 AC 17/17/16 
Monday August 1st, 2011 6:32:25 PM

ooc: Can Boomy see what is in the wheelbarrow? Also, what type of sword makes up his newest naval piercing?

Kreyton | HP 13/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=14 ; d6=5 ;
Monday August 1st, 2011 6:36:51 PM

Lacking spells of any real effect, and having no better option, Kreyton throws one of his spears at the beast.

OOC:
Hit AC 14 for 5 damage.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday August 1st, 2011 7:55:53 PM

Devlin hog ties the sleeping goblin up and waits of all the commotion to settle before waking the creature to question it. Devlin keeps an eye on the goblin while he reloads his crossbows and points one at its face.

DC for the creature to slip its bonds is 21.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Monday August 1st, 2011 8:08:24 PM

Sam nervously grabs the potions from Boomy's bag. He holds them out towards Boomy. Please drink one of these and try to refrain from dying! If you fall, there is no one between the goblins and me!



Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d8+1=4 ; d20+10=20 ;
Monday August 1st, 2011 9:25:02 PM

"What on earth have you two been up to?" Tahni asks as she pulls up to finds Boomy's hands covered in blood and a sword still lodged in his abdomen. She puts her hands on his shoulders to steady him, allowing her healing energy to aid him (Lose Sanctuary to cast Cure Light Wounds. Heal Boomy for 4pts).

"If that sword keeps your belly as its sheath for too long, it will cause more damage than I can treat. If you'll let me, I'll try to remove it as quickly as possible, and then treat your wound to stop you from bleeding out. It may hurt somewhat though." she looks to Boomy for a response

OOC: If Boomy agrees, Tahni will remove the sword in one swift action (Heal check: 20) and cast cure light wounds again next turn

========================
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

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

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED  d20+6=24 ; d6+5=6 ; d6=6 ;
Monday August 1st, 2011 10:24:44 PM

Bruagh continues shoving the shortsword down the throat of the Grick. "Come on... hurry up and die."

Attack: 24
Damage: 6 + 6 Acid

Boomy HP 5/20 AC 17/17/16  2d4+3=5 ;
Monday August 1st, 2011 11:02:58 PM

Thanks Lass. If it weren't for you the string on my life would be cut short today. On the plus side, I think I have discovered a new technique for disarming opponents. What is a goblin like that doing with such a weapon anyway? Boomy jokes lightly as he scrapes away the goo binding his legs and braces for the sharp pain that seems to follow any good lesson the monk ever had

atk tangle goop for 5 dmg...wow, two natural 1s.

DM Addison 
Tuesday August 2nd, 2011 12:15:43 AM

Braugh's sword is in the mouth of the Grick, and with a powerful upward thrust, he shoves the blade through the dop of its head, sending blood and acid to the ceiling. The creature slumps to the cavern floor and Kreyton's spear stabs it in the gut, putting a final stake in the critter.

Meanwhile, Tahni tuns to Boomy's aid and pulls the LongSword from his abdomen as her healing magics seal the horrible wound and defrost his innards. The goo is scraped away slowly, and Sam stands with potion at the ready.

In your hands is an extremely finely-crafted LondSword that is very cold to the touch... and still dripping with Boomy's blood
You see words inscripted on the hilt of the blade, and If you can read Elfish, Highlight to display spoiler: {Winter's Touch freezes heart and soul. Gift to Sir Roderick of Calmar}

Devlin hog ties the lonely sleeping Goblin and waits for him to come to.

You look to the refugees in the center of the group. Baenor says, "You have all saved us again from the Grick. It seems the Goblins were running away from it too."

You inspect the path the Goblins took, and see a trail of small gems and gold coins... they must have been fleeing from the animal-claw-carved tunnel that the Grick came from when you caught them.

Dende looks in the wheel-barrow and his eyes go wide, "There must be thousands of gold coins and gems in here!"

You inspect the wheel-barrow and notice much more than that. There is also a horned helmet, some shiny chainmail armor, a fine buckler, some white-fur boots, a jeweled scepter, and a long silky cloth.

Ms. Cloverdale says, "Where in the world did the Goblins find this stuff?"

Then, Dende holds up a ring... with a bony finger still attached.

------------------------------------------------------------------------

Everyone gains 600 exp for Slaying a Grick and fleeing Goblin Burglars. Please record this on your character sheet with the date and description of events.

Everyone please email me at aplai13@tigers.lsu.edu to suggest hero points for your fellow players.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+4=11 ;
Tuesday August 2nd, 2011 1:26:33 AM

Coins and gems ta choke a dragon, what I wouldn't give for a good meal though. Devlin looks inside the wagon and is impressed. Grab what we can, I say take the wagon it would be best served emptied and used to transport our wounded. Leave the coins and take the gems and items. While you all sort it out I am going to speak ta our prisoner.

With one crossbow leveled at the creatures face Devlin gives it a swift kick in the ribs to wake it. Once awake and aware of its situation the rouge speaks to it in its native tongue: If you speak goblin Highlight to display spoiler: {Your going to answer some questions for me or I end your life. Where did you get all the treasure? What are you doing in these caves? How long have you been here? Are there more of you?}

Devlin will relay the answers to the group as they are given, Bleck, just speaking its tongue leaves a bad taste in my mouth He says in Dwarven.

Intimidate = 11, (looking at the rules for intimidate that may actually be enough to make him friendly towards me for a bit.)

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d6=2 ; d8+1=7 ; d8+5=10 ; d20+5=11
Tuesday August 2nd, 2011 2:26:24 AM

"I suspect we can transport all of the valuables in our packs without having to leave anything behind" Tahni adds, dwarven greed coming to to the surface "but you are right about empying the wagon. It will certainly prove necessary to transport the wounded".

Tahni pulls the blade free from Boomy's stomach, and quickly applies some much neede first aid (Lose Obscuring Mist to cast Cure Light Wounds again healing Boomy for 7HP) She then releases a wave of healing across the group (Everyone - including the goblin - is healed for 2HP).

After checking everyone's wounds, she then speaks in goblin to the new captive. Highlight to display spoiler: {"That's quite a lot of gold you found here. What's say you tell us where it came from so we can spare your life a little longer? (Diplomacy: 11) }

========================
Spells Currently in effect: None
Energy Channels: 4-1=3
Calming Touch: 8
Resistant Touch: 8

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

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

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Tuesday August 2nd, 2011 3:43:58 AM

OOC: Tahni, looks like you rolled a d8+5 for diplomacy. Perhaps a d20 would be more diplomatic?

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Tuesday August 2nd, 2011 6:46:00 AM

OOC: Oops! Good pickup Delrid! :) Rerolling with a D20 instead.... 11. Lol! beat it by 1

Boomy HP 14/20 AC 17/17/16 
Tuesday August 2nd, 2011 9:26:02 AM

The monk braces himself and goes almost into a state of meditation as Tahni pulls out the sword and stops the bleeding. You have a real gift there. he says. If it wasn't for your healing touch and kindness we would never have made it this far. Thanks.

Boomy then looks over the magnificent sword, letting the torch light flicker off of it. Turning to the group of adventurer's he calls, Would any of you guys like this sword? You have my word that is cuts deep, strikes true, and chills your enemy to the bone. I didn't even break this one.

ooc: Help yourselves if interested. That goes for the non-fighters as well. Boomy is non-proficient with long swords and would prefer his monk weapons anyway. Once it is fixed, anyone who wants can also have the broken short sword if it is of use to them. Although I can use that one (am proficient with it), it has no real draw to my character other than RP issues. Just don't suggest giving it back to the goblin. Boomy didn't like the idea of returning the guirsame to the dreugar and he won't like the idea of returning this one any better.

Boomy HP 14/20 AC 17/17/16 
Tuesday August 2nd, 2011 9:29:19 AM

ooc: As a DM do you, depending on the scenario, allow intimidate checks by some while others use diplomacy? I have had DMs that say they cancel each other out and others who allow it to play out as a good cop / bad cop scenario and help to drive the captive towards the friendly voice.

DM Addison  d20+4=6 ;
Tuesday August 2nd, 2011 12:32:13 PM

(OOC: Intimidate and Diplomacy can work hand in hand as long as the verbage you use coincides with the roll. For example, saying "Tell me this or I will kill you and your entire clan" is Intimidate, but saying, "Tell me this and I will help negotiate peace between our peoples" is Diplomacy. Good Cop/ Bad Cop if you like that analogy.)

Devlin awakens the Goblin with a swift kick to the ribs. His eyes open and panic overtakes him as he sees several glaring dwarves around him.

His life is threatened two different ways should he not reveal the information desired, one with a harsh tone and a weapon pointed at him, and the other more matter-of-factly.

Unfortunately, neither roll was very high, and thus he replies, "You want to know our numbers? Thousands! Thousands upon more thousands! My brothers and sisters occupy this mountain range and your paultry band of misfits stands no chance against us! You're better off letting me go so that I may suggest we let you pass through these tunnels for the time being."

He spits at your other questions.

Sense motive DC 6 Highlight to display spoiler: {He's lying}


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+4=19 ;
Tuesday August 2nd, 2011 12:51:45 PM

In goblin Highlight to display spoiler: {What say we just leave you here tied up, I'm sure your "family" would love ta find you tied like this. A meal packaged and ready for the spit. Or perhaps another of the gricks will come along. I've heard being eaten alive is quite gruesome and painful. Answer my questions NOW!!!!}

Devlin finishes his statement with another kick to the ribs.

Intimidate = 19

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED  d20+2=20 ;
Tuesday August 2nd, 2011 2:50:52 PM

A large Bruagh makes his way to a small goblin. "Need me to have a talk with our little friend?" Bruagh hands the shortsword back to Devlin as he pulls out his Large Axe and whestone and begins sharpening it as he walks towards the Goblin. He winks to Tahni hoping she will tell the goblin something about how the Large Dwarf likes chopping up goblins or something.

Intimidate: 20 (Hopefully my large size and his small size, plus the use of the Whetstone and axe will get me a few circumstance bonuses to help Tahni and Devlin get some info out of this creature.)

"OOC: Though that would have been enough to level... but man, we are still 1800XP away.)

Boomy HP 14/20 AC 17/17/16 
Tuesday August 2nd, 2011 6:03:13 PM

After freeing himself from the goo, Boomy wipes the blood off of his new sword and onto the shirt of the bound goblin. Not knowing how to speak goblin, he then turns and walks wordlessly away from the captive and begins searching the other goblin corpses for any hidden items and collects their weapons.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday August 2nd, 2011 8:04:28 PM

OOC: Bruagh we use the medium XP track, your only about 800xp away from level. =)

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+5=12 ; d20+10=12 ; d20+10=14 ; d20+8=24 ;
Tuesday August 2nd, 2011 10:45:23 PM

OOC: Sense Motive check vs DC6=12. Pass

"Thousands you say? Then I guess they wouldn't notice if one more went missing" Tahni says matter-of-factly, calling the goblin's words for the bluff they were.

"How do you think this will play out? Do you see any way that you can possibly survive this day short of telling me what I want to know? I give you my word, as a dwarf and a healer, that you will not die this day if you answer my questions" Tahni's tone becomes more serious as she speaks, but it is evident she speaks the truth.

"Of course, the Indigo Brotherhood on the other hand may have a use for you..." (Sense Motive Check: 14. Perception: 24. Curious as to whether he reacts to their name).

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday August 2nd, 2011 11:24:50 PM

Sam puts the potion back in Boomy's bag after he is healed by Tahni's magic. After seeing Devlin kick the captured goblin, Sam gets an ill feeling in his gut. His magic put the goblin in this position. Now the group he is with is beating the defenseless goblin. Easy Devlin. I have no love for his type either, but this treatment will get us little in information. We are the good guys. Either finish him off or let him go.

DM Addison 
Wednesday August 3rd, 2011 12:37:58 AM

Devlin kicks the Goblin and threatens to leave him in the tunnel tied and defenseless. He curses back a few rarely-heard goblin words.

Then, Braugh comes marching across the tunnel, sharpening his axe.
The Goblin's eyes go extremely wide, you can see the light of the torch flickering in his pupils.

He begins to squeal and cry, as Tahni calls his bluff, stating that he can easily be killed and noone would notice.

But then she offers respite: she promises he will not die if the questions are anwered!
He nods his head, ears flopping madly and shouts, "I'll talk, I'll talk, just don't kill me!

When Tahni mentions the Indigo Brotherhood, she notices he Goblin's ears perk up, You would sell me to them? That would be a life of servitude, but life nonetheless."

He pauses... and then snaps to: "Oh yeah, questions. Um, my friends and I knew of a small treasure cache down the hallway there." He nods over to the claw-carved hall the Grick came from.

"All sorts of monsters live down there, and many adventurers have been eaten! Over years, treasure builds. We thought, it would be good to run in, grab what we can and run out. Everything was going fine until the Grick noticed us!"

Then his voice becomes somber and sad, "We've traveled for days from our homes to get here. Our tribe has been prosperous and our numbers have increased to well over a hundred in the recent decade."


Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=15 ;
Wednesday August 3rd, 2011 1:20:56 AM

From where she stands Tahni can feel pressure rising in the room, as the rest of the party have been denied another kill. She avoids looking at Bruagh, and looks directly at the goblin. "The goblins are vile creatures, but we did attack first and my word has been given. He needn't travel with us, nor are we obliged to care for him. But I gave my word that noone would kill him this day. I take full responsibility for him until we part company" She says this loudly enough for all to hear. "But best make sure he is bound tightly and any hidden weapons removed" (Perception to search the goblins clothes: 15).

She then kneels down and says more quietly "Now then, the Brotherhood is of great interest to me. Tell me all that you know of them. Where can I find them?"

Boomy HP 14/20 AC 17/17/16 
Wednesday August 3rd, 2011 1:30:50 PM

Boomy understands none of the conversation in gnomish, having always been more of a physical specimen and not one for studying books, but he calls to Tahni Ask him where they got the loot from, if there is still more to be collected, if there is a town close by, and any traps or ambushes we have to worry about on the way out. Also ask if he knows what is edible around here. If he cooperates, I have no problem letting he go. He then returns to the only thing he can find of use to do, searching the corpses and placing the treasure in his bag of holdings to be split later. If the bows the archers had are cheap, he will ask the groups permission to give them to the refugees to help with protection. He also checks for other tanglefoot bags, goes back to collect the shiny item that fell out of the wheelbarrow, and picks up the makeshift alarm and returns to items to its previous owner (Devlin?).

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED 
Wednesday August 3rd, 2011 3:06:41 PM

"After the ordeal with the halfling woman back when we were ambushed at the camp by pirates and ants, I'm afraid Tahni now thinks I'm a blood thirsty monster. Can't she see things were different then? They attacked us, and we had innocents to protect. This time we were the aggressors. She and I need to have a heart to heart I believe, and soon." Bruagh thinks to himself as he puts his axe away, and shrinks back down to normal size. "Anyone know if Grick's are edible? Doesn't look too appetizing, but it's meat."

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=12 ; d20+8=23 ;
Wednesday August 3rd, 2011 7:49:07 PM

Devlin shrugs his shoulders, If he answers our questions he is free to go. He says before turning to the goblin. Highlight to display spoiler: {Once the cleric releases you run and don't look back. If I ever catch sight of you again I will not hesitate to open a few new holes in your body.}

Devlin allows the party to finish up preparations, he gathers his equipment and prepares to scout ahead and make sure the tunnel is safe. Bruagh, we can try cooking it might be better than the fungus and oats we have been living on.

Perception = 12
Stealth = 23

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Wednesday August 3rd, 2011 8:11:25 PM

"what is this Indigo Brotherhood? I fee as though several of you have agendas and motives nit clear to me. As now seems a perfect time, where are you going, what are you doing, and why? We barely escaped the giants before the battle, and I feel I know nothing but am instantly committed to this group..."

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Wednesday August 3rd, 2011 8:37:38 PM

Devlin laughs a little and pulls Delrid to the side and speaks in hushed tones.

Welcome to the group, we know about as much of whats going on around here as the next person. As for me, been wandering the lands for a while now when I ran across a group of Dark Bloods, er Duergar Devlin spits as he says the name. I followed them until they got into a fight with the rest of this group, I joined in. For some reason the Dark Bloods blew up a bridge leading into the the Scab, we barely escaped with our lives. We also had prisoners. Devlin rolls his eyes. So we traveled to Riddleport to turn the prisoners in only to find it leveled by some sort of magic or bomb and overrun with undead. Fighting our way through the hordes we lost our prisoners but rescued Ms Cloverdale over there. Not before some necromancer ripped her unborn child from her warping it into some demonic child. During the fight we first heard of the Indigo Brotherhood and have been seeking knowledge of it as an enemy and threat.

The next day "pirates" attacked and rounded up all the survivors. They be more like vultures if you ask me circling the seas until the find a city that has been devastated and than pouncing. Somehow we were able to exploit a wedge in the pirates that caused them to split and fight amongst themselves. We fled with the rest of the refugees into the forest, through a plane swarming with ants. Had another fight with the pirates as they tracked us before we were able to lose them in the mountains.

The giants were just one more trial or tribulation on our trail to somewhere safe to take the refugees. So to recap we have Duergar blowing up bridges, Cities being destroyed and reanimated, some group called the indigo brotherhood creating demonic offspring, and pirates who would rather see the Wold in anarchy.

We are doing the best we can but have been at the end of our rope (literally) more times than I can count. We appreciate your help and if you don't wish to travel with us I understand. Hells I'm still not sure why I don't leave, Wardd knows I have had plenty of chances. I am speaking to you in confidence because most of these people lost everything, there livelihood, homes and loved ones and I don't feel like opening fresh wounds. If you have any more questions please ask them now and I will do my best to answer them.


Devlin lets out a sigh but feels better, the act of retelling his story somewhat cathartic.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday August 3rd, 2011 11:15:52 PM

Hey team. Maybe we could spend more time talking once we are out of this tunnel and away from goblins and gricks. Sam looks at the composition of the group and sighs. Not all of us were made for the tunnel-dwelling lifestyle.

DM Addison 
Thursday August 4th, 2011 12:55:07 AM

Tahni searches the goblin (finding nothing) and asks about the Indigo Brotherhood,

THe Goblin replies, "The Brotherhood are a tribe... er, no, that's not the word. Um, an 'organization' of Dark Elf Assassins that work for any power willing to pay them. But I believe they have their own agenda, possibly sending the funds to a dark city deep in the mountains."

He nods voraciously and smiles wide at his description of the Indigo Brotherhood, "See, I know lots."

Then to Boomy's questions, the Goblin says, "We only grabbed what we could, but surely there is more deep in the monster's cave. But the deeper you go, the more dangerous it gets! But that is where the strongest have fallen.

Um, no cities around here I know of. Traps, ambushes? Kobolds do lay nasty snares sometimes, but we Goblins too smart for that. You simply have to look for the strips of bamboo. That's also how you know your close to the surface, because Kobolds only go so far into the tunnels! Besides that, just watch out for spiders... "
He seems to visibly shudder as he mentions eight-legged killers.

As Devlin beautifully recaps the story thusfar, the group decides that letting the GOblin go wouldn't be a bad option, do you lose his binds? He looks happy and excited indeed at the prospect.

DM Tip #34: Be proactive.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday August 4th, 2011 1:20:19 AM

Tahni gathers the party for a side discussion.

"I believe he speaks the truth." she says in a hushed voice "As for more riches in the caves, Alemi knows we need supplies. Perhaps this is His way of providing them to us. Should we setup camp here for the refugees for a few hours so that we may explore the caves further?"

Tahni is torn between her desire to see the refugees to safety, and the knowledge that they are so close riches. The selfless life of a cleric is hard to uphold against dwarven greed.

"As for him" she says with a glance towards the goblin "I gave my word he would not be slain, but that doesn't mean we are obliged to care for him further. We can either keep him with us in these tunnels, where he'll likely alert every living creature around to us, or, leave him bound and set him free out of the cave."

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Thursday August 4th, 2011 3:40:31 AM

Delrid realizes the sensitivity of the situation, and changes his tone significantly. Going from shocked and frustrated to sympathetic, he thanks Devlin for the description.

"I apologize for my tone. One minute I'm working in my lab, the next I'm trying to save 20 dwarves. Then, my lab is destroyed and I'm in a tunnel, only to find myself beset on two fronts by unknown foes. I suppose could have waited to ask these things, but my pride and frustration got the best of me. Thank you for so tactfully describing our situation."

Delrid looks around and shrugs his shoulders. "I suppose traveling with you is my only option, and you make quite the company! You have some impressive fighters (although I'm not sure why the one doesn't wear a shirt). You have a very fair and fair cleric. You have quite the collection of talents here. Thank you again for your explanation and your tact. It's something I lack quite often."

Upon hearing the discussion about the goblin, Delrid chimes in: "Part of me knows it's not right to kill him or leave him bound to be destroyed by a roving beast. Part of me is afraid the goblin will only get reinforcements to properly attack us, so I'm not fond of letting him go. Part of me thinks he'd make a great guide to this treasure trove. Part of me thinks he'd only be another mouth to feed."

"I think we should keep him along, under the auspices of a guide. If he makes too much trouble for us, he knows we have every right to either kill or abandon him at any time. However, if he knows he's to be our guide for a brief time, with potential just compensation, I think he's more compliant."

Delrid turns to Tahni (the apparent leader of the group). "Would you ask him if he would be our guide, provided he gets an even share of the treasure? I think it's the best way to keep him both helpful and supervised. Let him know if he causes trouble for us, he'll answer to our exotic dancer." Delrid nods his head toward Boomy and cracks a smile.

Boomy HP 14/20 AC 17/17/16 
Thursday August 4th, 2011 1:16:19 PM

Boomy ignores Delrid and pretends not to hear him. If he was a stranger he would have thrown something at him, but a group member would get more leniency...he is still unsure of Delrid.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED 
Thursday August 4th, 2011 5:56:53 PM

Bruagh snickers at Delrid's comment about Boomy but leaves it at that. "I vote we use our little goblin friend as a scout. If he takes us to the treasure, he will get a share and be allowed to leave unharmed after we make it out safely. I know it's dangerous, but we need provisions. What's the point of moving further into the mountain if we have no provisions or no goods to trade if encounter someone who has them."

Bruagh waits to decide if he will hear arguments or agreements from his friends.

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Thursday August 4th, 2011 6:38:20 PM

OOC: Delrid is inherently unlikeable, so feel free to throw criticism his way any time. He doesn't exactly have "The social skills".

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=21 ; d20+8=14 ;
Thursday August 4th, 2011 8:41:39 PM

Devlin shrugs. Either way is fine with me

If the party decides to go searching for the loot Devlin approaches Mr. Goobuttom and says. If you have time could you make me some more crossbow bolts? I have a decent supply but can always use more. If the gnome agrees Devlin fishes out a pouch of bolt heads he has been collecting from broken ammunition. Thanks

Which every way we go I will take the lead and check for unstable ground and "kobold" traps.

Perception = 21
Perception vs traps = 22
vs stonework traps = 24
Stealth = 14

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday August 4th, 2011 9:11:37 PM

"It looks like a group decision has been made. I am no more a leader than the next person - dwarf or gnome." she says to Deldrid "The skills I lack on the battlefield just seem to be offset by my ... um... let's just call it feminine charm" she says with a chuckle that has become rare.

She then addresses the goblin in common "Here is the deal, goblin. You are going to act as our guide. In return, we will look to keep you safe and provide you with a share of whatever treasures we may find that you may return to your clan. We will not force you, but I believe this is the best you will get. The alternative is to be thrown from this cave, still bound, and empty handed. And with the giants we just passed, I suspect your odds of survival would be somewhat low"

OOC: Yes, the DM tip ... curious.....

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Thursday August 4th, 2011 11:55:12 PM

OOC: I believe the tip is due to my comment in The L&B, I mentioned that it seemed we have been doing a lot of reacting to situations and have not been very proactive.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday August 4th, 2011 11:55:14 PM

Sam studies the goblin as the group speaks to him. Although he doesn't speak goblin, he fills in the blanks with the rest of the group's communication with each other. Not sure if my vote counts for much, so I'll pose a question. What about the refugees? If we delve deeper into this tunnel, some of us might not make it out. I know we most likely have to choose our poison either way, but at least by leaving this place we can start moving in a direction of general safety.

DM Addison 
Friday August 5th, 2011 12:24:14 PM


The Goblin looks at you with wide eyes, "You mean, you want to go into the Monster Tunnel rather than continue your journey through the mountain to reach civilization?"

He looks over to the claw-carved tunnel that trails off into darkness unknown and shudders.

You inspect the entrance and see that this tunnel is very different from the wooden supported cave that you and the refugees currently reside.

Baenor says, "I don't know about this Tahni. Riches to trade are good and all, but if one of you heroes were to die, then it would lower all of our chances of survival... Yet, I will follow your lead. Should we set camp here for now and await your return?"

Mr. GoodButtom replies to Devlin, "Of course , it will keep my mind productive as we wait. Please, take this as well" and Mr. GoodButtom hands Devlin a flask of Alchemist Fire.

Devlin takes the lead and begins walking down the claw-carved path.
You hear echos far off in the distance of random scratches and slithering. The Goblin jumps at the sounds and shudders, "Lets turn back masters, this is not safe!"

You walk for 50 feet in the dripping darkness and see nothing but centipedes that flee from your torches.

--------------------------------------------------------------------------------------
When you searched the Goblin corpses, all you found are mundane shortbows with crude stone arrows.
The one good weapon is the sword that the last Goblin grabbed from the wheel barrow.

Loot, please record who puts the stuff in their packs:
1 Really Nice Longsword, with elvish writing. Cold to the touch, Boomy's blood.
1 Shiny light weight suit of chainmail.
1 shiny light buckler
1 ring, inscribed with an insignia of a shield and 3 crosses. Decayed finger still attached.
1 jeweled scepter
1 heavy thick metal-plated helmet
Approximately 200-400 gold pieces, the refugees will count it while your gone


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=15 ; d20+6=11 ;
Friday August 5th, 2011 12:50:14 PM

Devlin moves along cautiously, he stays ahead of the light source using his darkvision to easily see into the small nooks and crannies. The sounds are un-nerving but he focuses on his surroundings alert for any dangers.

Stealth = 15
Perception = 11
vs Traps = 12
vs S.work traps = 13

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Friday August 5th, 2011 9:56:24 PM

Delrid casts Detect Magic on the pile of swag. He's not really interested in the weaponry or armor, but he is curious about the ring. He'll identify if the time comes...

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21  d20+9=16 ; d3=1 ;
Saturday August 6th, 2011 11:55:14 AM

Knowledge Engineering: 16 - Delrid's estimate to end of tunnel

Delrid recommends the following:

"Unless we plan to found a city, I think we should escort these refugees to the other end of this tunnel. It's about (memory estimate of time) to get them out. At that point, our goblin guide brings us back to the Monster Tunnel, and we choose our own path."

Anticipating argument from Tahni about the refugees, he begins again. "From Devlin's description, you have been on the run and tethered to these people for weeks. They had their own community before, and I'm sure they can start one again. They are hardy folks, and the greatest of the noble races, let them choose their pay once we escort them from the tunnel. They are Dwarves, and have enough pride to reject coddling!"

Delrid is confident these dwarves can and will find their own way. He also knows how he would feel if treated as incompetent or charity. His stubborn pride set him on his own course, and these 14 should feel the same. Mrs. Cloverfield needs to decide if she will take action or give up and die; the party must choose the same.

OOC: Use knowledge engineering and memory to estimate tunnel length, share data with group.

Boomy HP 14/20 AC 17/17/16 
Saturday August 6th, 2011 12:38:43 PM

Boomy asks one of the Goblin speaking members of the group to question the gnome about any settlements near by that the refugees might be safe at.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED 
Sunday August 7th, 2011 9:53:31 AM

Bruagh waits to here how long Delrid thinks the tunnel is before commenting.

"I am open to suggestions, but personally believe the refugees best chance of survival is here in the tunnels. It is easier to defend than the open. I'll leave the choice to Baenor though."

DM Addison 
Sunday August 7th, 2011 1:11:54 PM

Deldrid remembers that the tunnel goes for approximately 20 more miles, with many branches, twists, turns, and connections to other tunnels- occupants unknown.

Sam knows the location of an old Gnomish settlement called MountainBurrow that is on the other side of the mountain.

You were traveling around the mountain before, but now that you are going through it, the distance may be shortened... but that is IF you can make it through the tunnels alive and not get lost.

Baenor responds to Deldrid, "I understand your logic for wanting to explore this cave. BUT I am but one fighter with a dozen children, a sick woman, and maybe three other able-bodied adults. You expect us to find the civilization that only Mr. SnapDragonMcFisticuff knows about and avoid any other dangers until we reach the other side of the mountain?."

Then he says to Braugh in a hushed tone so that the younglings cannot hear, "We are grateful for your help, and if you wish to abandon us now, then that is your free will. But our chances of survival without your protection..." His eyes look despondent and he looks at his wife, who is clutching their child to her bosom, tears streaming her face as she struggles to hold it all together.

He then looks inward to his pride and states sternly, "We shall await your return unless you request that we go, then we shall burden you no longer."

Deldrid casts Detect Magic and can see an aura on every piece of equipment. The Ring produces a moderate red glowing Evocation aura. (How do you identify? Spellcraft DC 15+item's caster level, which is 9 = 24)

Devlin stays ahead of the light source and he begins to notice through his darkvision that many bugs and creeping molds don't flee from his footsteps, but rather slink closer to him... as if hungry.

You pass another 50 feet and see a three-pronged fork in the road.

The Goblin points to the middle one and whispers, "We went here. About 100 yard in, we found a pile of human bones and started shoveling gold into our wheel-barrow. Then the Grick noticed us and we ran as fast as we could. Then we saw you guys."

A trail of gold dabloons verifies his story. Also goblin tracks and wheel barrow wheel marks

So... is it Door #1 (left), Door #2 (middle, goblin-explored), or Door #3(right)?



Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21  d20+9=23 ;
Sunday August 7th, 2011 3:32:03 PM

Delrid can't quite make out the item (spellcraft check 23). Looks like the refugees are falling apart, and through the mountain is our best bet. Delrid will wait for the others to weigh in, but Baenor doesn't look too confident.

"If we are lost in a mountain, might as well follow the goods. Someone had to put them there, so it likely leads to the other side..."

OOC: Any chance Delrid knows how to navigate this tunnel?

Addison: Quick, someone aid another on this check to uncover the powers of the ring!

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED  d20+2=4 ;
Sunday August 7th, 2011 8:47:27 PM

"Heh, looks very... shiny" Bruagh obviously knows little about Spellcraft.

"Look, whatever we do... we can not leave our friends alone to defend themselves. I say they either go with us, or we find a safe place for them and return later. Bruagh extends his arm to Baenor, grasping it. "We'll not leave you your fate."

Aid another: 4 Fail

DM Addison 
Sunday August 7th, 2011 9:21:23 PM

Baenor replies to Braugh, "No. I would not allow the young ones to venture into that MonsterTunnel. But we can definitely dig in here and hold it down until you get back. Just please be quick and don't let greed overcome your sensibility. "

Mr. GoodButtom and Dende use the wheelbarrow to quickly construct a wall, blocking off vision to and from the eastern tunnel (the direction you were going). The western tunnel leads to Deldrid's laboratory.

The Monster Tunnel that Devlin is currently scouting leads north and down at an angle and then twists suddenly up.

Dende says, "We can certainly hold ground here until you return with treasure!"

The usually quiet lad brandishes the hammer in his hand, ready to wield it if need be.


Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+7=24 ; d20+8=24 ; d6=5 ;
Sunday August 7th, 2011 10:36:39 PM

Not having her Detect Magic cantrip at hand, Tahni is unable to identify the items herself, but does offer her input to Delrid. "Master Delrid, did you notice those crosses by the shield on the ring?" (Aid Another in Identifying the Ring: 24 = Success)

"Thankyou Baenor. We will return as swiftly as possible. Though should nightfall come and we have not returned, you must continue on without us - for your own safety" Tahni advises the old dwarf. She ensures all of the refugees canteens are full, and leaves whatever mushrooms have been found with them.

Tahni then does 1 last healing burst before the adventurers head out (Everyone healed for 5pts)

======

Tahni stays as alert as she can in the darkness (Perception: 24). "Which way now?" she whispers as the party reaches the fork.

======

OOC: Unless otherwise claimed or stated, I will throw all of the unidentified objects in Tahni's pack for later.

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

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

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



Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d6=2 ;
Monday August 8th, 2011 9:42:07 AM

OOC: The 4 Potions that were given by Jerry for recruiting, the only one I would like to hold onto is the Calm Animals, to replace the Red Strip of cloth I used on the bear lol. Will someone else take the Summon Swarm, Summon Natures Ally III and Charm Animal.

Bruagh looks at each of the doors. "I say we just go straight."

Bruagh keeps his weapon at the ready. "Boomy if you are still injured, I can use heal your wounds a bit. Also, I you want, I'll take the front this time and you the rear. I'll leave it to you. I just want to make sure you are whole if you are going to take point again. Err, sorry, no pun intended."

If Needed: Lay on Hands for Boomy. 2hp

Boomy HP 19/20 AC 17/17/16 
Monday August 8th, 2011 12:32:55 PM

Bah, I'm fine. Healthy enough for now thanks to Tahni. Perhaps another could use it. As for the refugees, this might be of some use. Boomy pulls out a metal triangle and places it on the ground. When activated it will cast Alarm and will let the group know if an intruder passes by. If the group is interested he will activate it to give and audible alarm (or silent if someone objects) and tell everyone the password (Forged).

DM Addison 
Monday August 8th, 2011 1:09:47 PM

With Tahni's help, Deldrid successfully identifies the ring to be a Ring of Force Shield.
Putting the ring on your finger and activating it evokes a semi-translucent disk that moves with the ring, much like a shield. Yet it is weightless and encumberence free.

By straight you mean Door #2? The one previously explored by the Goblins and the Grick gave chase from?

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Monday August 8th, 2011 8:09:14 PM

Delrid agrees with Bruagh; perhaps a way through can be established in conjunction with monster clearing and loot collecting.

Door #2 for Delrid

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Monday August 8th, 2011 11:35:42 PM

I would like to scout the tunnel on the right. I am small and quiet. It could lead us out of here. No reason to put all our hopes on one route.

Boomy HP 19/20 AC 17/17/16 
Tuesday August 9th, 2011 8:57:40 AM

Boomy is fine with door #2.

Boomy HP 19/20 AC 17/17/16 
Tuesday August 9th, 2011 3:09:33 PM

Boomy listen's to Sam's suggestion, but is hesitant on the idea. The last thing we want is to alert multiple enemies and become surrounded. At least we can see what is coming from this direction and know that only one monster chased the goblin out. I would perfer scouting the tunnels one at a time.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Tuesday August 9th, 2011 3:26:56 PM

"I have to agree with Boomy, Sam, splitting up is a bad idea I'm afraid." Bruagh begins sharpening his axe on his whetstone as he waits a few more moments.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=24 ; d20+8=18 ;
Tuesday August 9th, 2011 10:13:07 PM

Devlin will go with the groups decision and scout the route, keeping ahead of the party.

Stealth = 18
Perception = 24
VS stoneworks and traps 25
VS stonework traps 26

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday August 9th, 2011 10:28:05 PM

ooc-I am an idiot! Sam can't see without the torch. It is hard to stealth while carrying a giant bacon that screams "I'm right here".

I guess you guys are right. If I got in a bad situation, I'd be in trouble. I have no weapon to fight back with. I will go with the group.

Boomy HP 19/20 AC 17/17/16 
Tuesday August 9th, 2011 10:38:24 PM

Ooc: you have bacon?

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Tuesday August 9th, 2011 10:46:03 PM

OOC: lol :) Hey, don't knock giant screaming bacon - it would probably serve as a good distraction or even bait

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday August 9th, 2011 11:16:34 PM

Hey Sam that ring might be a good one for you to use. No weight to wear you down and will keep your hands free for all your writing and stuff.

OOC: Screw bait Devlin would give his left nu.......knuckle for some bacon right about now.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday August 10th, 2011 1:17:55 AM

ooc-...beacon...You guys are draining the life out of me...I was making fun of how dumb I was and managed to get everyone poking fun at me for it! Bacon does sound good though :P

That ring would prove quite useful. As long as no one else in the group needs it, I would be grateful to have it.

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21  d20+9=26 ; d20+9=17 ; d20+9=21 ; d20+9=20 ; d20+9=26 ;
Wednesday August 10th, 2011 9:14:37 AM

1 Really Nice Longsword, with elvish writing. Detect Magic + Spellcraft Check: 26
1 Shiny light weight suit of chainmail. Detect Magic + Spellcraft Check: 17
1 shiny light buckler Detect Magic + Spellcraft Check: 21
1 ring, inscribed with an insignia of a shield and 3 crosses. Ring of Force Shield
1 jeweled scepter Detect Magic + Spellcraft Check: 20
1 heavy thick metal-plated helmet Detect Magic + Spellcraft Check: 26

Delrid sifts through the rest of the items, utilizing spellcraft checks to ascertain what he can about their properties. He calls out, "Tahni, I need your discerning eye again. What is your opinion of these items?"

Reluctantly he calls to Sam, "This ring could suit you well, but it will cost you. Do you have any ideas about the purpose of these items? I think your people are an inquisitive lot, perhaps you could help me?

The group can hear a hint of shame as he asks the gnome for assistance.

-------------
OOC: Request "Aid Another" for spellcraft checks from both Tahni and Sam. Any others with spellcraft are welcome to chip in. Knowing what these items can do will only help in our next adventure.

I also propose we have a standard procedure any time we encounter new items:
1) Delrid casts Detect Magic + Spellcraft
2) Any other casters "Aid Another"
3) Disseminate swag ASAP

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=10 ; d20+8=19 ; d20+8=15 ; d20+8=10 ; d20+8=25 ;
Wednesday August 10th, 2011 9:32:57 AM

OOC: Spellcraft checks to Aid Another. All beat DC10. +2 to all of Delrid's identifies.

In terms of the loot share, the practice we had been going with to date was for someone to identify them asap, and to hand them to whoever either wanted them or could best use it. For things that people weren't using or just planned to sell, I've kept a running list in Tahni's pack. Pretty much what you described there Delrid.

Given Delrid has the higher spellcraft score, it makes sense for him to be the primary "identifier" and for Tahni and whoever else to try and Aid him


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Wednesday August 10th, 2011 2:19:30 PM

OOC: Bruagh is personally rather curious to see what that helmet is...

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Wednesday August 10th, 2011 2:29:26 PM

OOC: Transgender Helm of Confusion - Each moon cycle causes the wearer to switch genders, with complete physical and psychological conviction. Boosts charisma based skill checks +6 when interacting with members of the SAME gender. Strong enchantment 12,000 gp base price

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday August 10th, 2011 11:13:12 PM

I wish I could help you Delrid, but I am not well versed in the ways of magical items. I have spent most of my days entertaining, writing, and dabbling in alchemy.

Sam looks at the ring. His mood and tone change to one with a combination of rejection and sour grapes. If you want the ring Delrid, keep it for yourself. I have gone this far in life without magical items and can do fine without them now. I am not here for riches and magical trinkets. My purpose goes much deeper than that.

DM Addison 
Thursday August 11th, 2011 12:08:04 AM

Sam decides to stick with the group, knowing that a screaming bacon torch would raise attention to all denizens of the cave. lol

Deldrid takes time to inspect each piece of equipment found in the wagon.

Frost Longsword +1 (1d6 cold damage) Inscription in elven Highlight to display spoiler: {: "Winter's Touch freezes heart and soul. Gift to Sir Roderick of Calmar"}
The Fine suit of Chainmail and the Light Buckler are both clearly not made of mundane iron... but in fact Mithril!
They both have a blue aura of abjuration, and you can tell the Buckler is Mithril Buckler +1, and the auras are so similar you can conclude the Mithril Chainmail +1 too.
The Scepter's jewels seem to concentrate magical energy to a singular point. You think that it can hold a spell that can be released later. How much magical power it holds? You can't quite tell.
The Helm of Fortification 25% is heavily plated to help avoid critical hits and sneak attacks.

Meanwhile, Devlin and the small Goblin continue scouting ahead. The cave is obviously not formed by humanoid working hands. The tunnels go up and down, and suddenly change in width.

You two enter a large room that seems to have been recently ransacked, the Goblin points to a pile of bones and says, "See, dead heroes. We moved corpses and found what the Wizard is looking through." A trail of gold coins comes from the pile and leads down to the

Then on the north side of the cave, you see some odd purple fungus growing, causing an odd illumination. Below the fungus is a small tunnel. The Goblin says, "That's where the Grick came from. There might be more bodies in its lair. But I'm not going in there! There might be a whole family of Gricks waiting for us!"

(OOC: The best way i've found to handle equipment is to think of this like your playing Baldur's Gate. Whoever can make best use of the item should get it for the overall good of the party. If two players can use it, don't ever be afraid to accept and claim or trade items)

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20=10 ;
Thursday August 11th, 2011 4:16:05 AM

Hey Boomy! You should probably wear this... protect that ugly melon of yours." Bruagh holds up the the helmet. "Of course, It won't exactly protect your innards."

Bruagh looks around a moment his axe freshly sharpened. "I'll take point... if a Grick does happen buy again, someone toss me one of them magic swords."

Addison: So, you want to go into the Purple-Fungus tunnel??

Zach" There is a small tunnel below the fungus... right? If it is big enough for us... that works right?

Addison: Yeah, you can fit, its a bit of a squeeze though and you may have to go hands-and-knees as it gets really tight. Remember a worm-like creature lived here recently.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=17 ;
Thursday August 11th, 2011 4:56:05 AM

Tahni moves over to the pile of bones. Kneeling on one knee, she says a quiet prayer for those that fell here. "May your souls have found peace in the next world" she concludes, touching her holy symbol. Though this is not the time or place for a proper burial, she is satisfied that she has done the right thing. "I must remind myself that there will be many corpses in the Scab, and I won't be able to bury all of them"

With her holy duty done, she makes sure the goblins did not miss anything in their scavenging (Perception: 17) picks up whatever gold coins are nearby, and then falls in line to continue onwards.

Boomy HP 19/20 AC 17/17/16 
Thursday August 11th, 2011 5:59:36 PM

Boomy looks briefly down at his stomach and then up at the helmet with an insulted look, the helmet reminding him of the training pads used back at the monastery. Thanks, but I'm really not one for such things. Pain is a teacher and if I can't beat my enemy then I need to improve my skills and learn to work through the pain, not hide behind a sheet of metal.

Boomy moves behind Braugh and draws his guirsame, prepared to back him up in the tunnel.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=16 ; d20+6=16 ; d20+8=15 ;
Thursday August 11th, 2011 11:48:35 PM

Devlin will Help Tahni search for any remaining treasure and than take up a position hidden the the shadows while the tunnel is searched. Be safe up front and just take the longsword with you, its best served in your hands anyway. If it goes in far enough Devlin will bring up the rearguard keeping an eye behind him.

Aid Tahni's perception = 16 success (+2 to tahni)
Perception while on watch = 16
Stealth = 15

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday August 12th, 2011 12:34:14 AM

Sam follows quietly behind Boomy with his torch in hand. He wonders how the refugees will fare without the protection of the group. Then he realizes that he has some writing to do to catch up to the events that are now unfolding.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Friday August 12th, 2011 7:09:12 AM

Bruagh contemplates his weapon choice. His trusty Waraxe he crafted himself, or the new magical longsword which, can at least penetrate the hide of a Grick. "Bah, I guess I'll use it, at least until we are clear o' these tunnels."

OOC: I may not be able to post until Tuesday. Ben, Matt, Rob, one of you please post for me while I'm gone? If not, Addison, feel free to DM NPC me until I do get back to some interwebs.

Boomy HP 19/20 AC 17/17/16 
Friday August 12th, 2011 9:32:42 AM

Boomy passes him the magical sword, glad that someone in the group can put it to good use and even happier that it is not being wielded by someone wishing to turn him into a walking scabbard.

DM Addison 
Friday August 12th, 2011 10:51:22 PM



Tahni chants a light prayer for the dead, her voice bouncing off the walls ever so lightly. Her and Devlin search the room and see that the goblins must have pulled the equipment right out of the bone piles. You can even see the hand missing the finger whose ring Deldrid currently wares.

Everything overtly shiny and valuable has been removed. Though in the panic of fleeing from the Grick, many a coin were strewn upon the black rocky tunnel floor.

Braugh accepts the sword and takes point, ducking low under the fuzzy moss-like purple fungus, followed shortly thereafter by Boomy and Sam.

As you crouch lower, your shoulders and heads brush against the soft furry mushrooms, Braugh and Boomy please roll DC 15 fortitude save or become excessively itchy as the spores try to pollenate you! Its like a mild poison effect that gives -1 to all skill checks, attack rolls, concentration, you name it.

As Sam passes under the fuzzy purpleness, his torch burns away the fungus with a sizzling pop! It retreats from his fire and he gets no spores on him.

(Map coming soon. =)



Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday August 12th, 2011 11:00:41 PM

Sam sees the mushrooms burning from the fire and does his best to clear a path with the torch. Hey Boomy. Let me take the lead. I can blaze a trail through any more of these mushrooms.

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Sunday August 14th, 2011 1:02:27 AM

OOC: Delrid doesn't want to wear or use or carry any of the magic items we find. He would prefer to strictly create them for himself. It's part of his theme...

Sam, it makes sense for you or Boomy to have the ring.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=15 ;
Sunday August 14th, 2011 9:44:13 AM

Tahni stays in formation near the rear of the party. She remains alert in the darkness, wary of another grick attack (Perception: 15)

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

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

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

Braugh Stormbringer  d20+11=22 ; d20=11 ;
Sunday August 14th, 2011 11:32:25 AM

Braugh easily shakes off the effects of the spores. No Sam stay in the back, a little fungus wont take this Dwarf down. Holding his shield before him the paladin presses on into the tunnel wary of any threat.

Fort save = 22
Perception = 11

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=22 ;
Sunday August 14th, 2011 11:34:35 AM

Devlin will protect the rear of the line constantly wary of anything sneaking up from behind. He keeps the goblin in front of him so the little creature can't run off.

Perception = 22

Boomy HP 19/20 AC 17/17/16  d20+6=22 ; d20+9=12 ; d20+4=21 ; d20+9=14 ;
Sunday August 14th, 2011 11:41:29 AM

Boomy also fights off the effects of the poison and continues to march forward. It'll take more than a bit of moss to slow me down. Besides, I want to keep a few blades up front.

Fort Save = 22
Perception = 12
Perception for traps = 14
Survival = 21

DM Addison 
Sunday August 14th, 2011 12:36:50 PM

By the way, the map of what has been explored looks something like this

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Monday August 15th, 2011 11:14:20 PM

OOC: Checking in.....

DM Addison 
Monday August 15th, 2011 11:48:16 PM

Braugh and Boomy are unaffected by the itchy spores and the group continues on, Sam's torch burning away the feathery fungus for the group behind him .

The smell of burnt shrooms fills the halls. Boomy's survival skills remind him that this fungus is known as Aspergillus pictium, it commonly grows where the smell of corpse lingers in the air for long periods of time.

Then, you hear an echo in the direction you are traveling. It is far away still, and it is not a discernible voice, but rather a series of squeeks followed by a large growl and a loud chomping noise.

You walk and the tunnel suddenly turns down at a steep angle.
The floor is slippery and wet, as more fungi line the path down to the sounds. This may take some acrobatics DC 14ish to navigate successfully. Its at least a 8 foot 50ish degree angle climb. Miss the DCs and fall for 1d6 damage.
Getting down may be hard, but getting back up will be quite the challenge.

Ahead, the high pitched squeeks get more frantic and the chomp continues viscously.

(OOC: Sorry guys, map is still being worked on.)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=24 ;
Tuesday August 16th, 2011 12:26:45 AM

Devlin pulls out his rope and looks for a good place to anchor it at the top of the incline, a stalagmite or rock protrusion will work. He will than feed the line down the incline to allow an more surefooted time down and back up. When its his turn he easily slides down the decline on his feet.

Actions:
Tie rope to rocks
Slide down the incline acrobatics = 24

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20=19 ; d20+8=16 ; d20+5=13 ;
Tuesday August 16th, 2011 12:42:54 AM

The sudden decline is tricky, though Tahni shows uncharacteristic balance (Acrobatic check vs DC14: 19. Phew! Pass). She grins to herself, proud not to have fallen and slid into the back of everyone in front of her.

"What name do you go by, goblin?" Tahni asks, watching the creature in front of her. This is the first time she has met a goblin, and is quite curious about these creatures that have pained her race over so much time.

(Perception: 16. Survival to look for any mushrooms along the way: 13)

Boomy HP 16/20 AC 17/17/16  d20+7=9 ; d6=3 ;
Tuesday August 16th, 2011 3:10:42 PM

Boomy also anchors a rope to assist him and the others in going up and down, unfortunately this makes little difference. His almost instantly loses his footing and begins to slide.

Sam -- 19/15/15 -- CMD 12 -- HP 9/15  d20+3=4 ; d6=6 ; d6=4 ;
Tuesday August 16th, 2011 9:54:40 PM

ooc-Oops rolled twice for damage. Both d6 rolls matched/beat my d20+3...

Sam does his best to keep his balance on the slippery decline...and fails miserably.

acrobatics=4
damage=6

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21  d20+2=5 ; d20+2=16 ; d6=1 ; d20+9=20 ;
Tuesday August 16th, 2011 10:33:18 PM

Delrid attempts to use the ropes during descent. His acrobatics are sloppy at best (5) but hopes the role will save him (16). Should the ropes not help, his Dwarven hardiness will soften the blow (1 damage). Tunnels aren't his favorite.

This tunnel could use some steps! I bet with a pickaxe and some lamps we could turn this place around.

Knowledge Engineering: 20


DM Addison  d20+5=24
Wednesday August 17th, 2011 12:48:35 AM

The goblin says to tahni, "Everyone calls me Toups, my clan-mates were my best friends...."

Devlin finds there are numerous stalagmites to wrap a rope around and fashions a quick guide to scale the slippery hallway

This allows for a DC10 climb or acrobatics to suffice... Boomy, Deldrid and Sam all slip from the ropes and slide down the slope. You are muddy and bruised with little fungi stuck to you clothes and skin, smeared with spores and mess. You sneeze.

This tunnel has been carved by movement of the earth and wild animals. It would take many hammers and nails to make is suitable for dwarven society.

When you look forward, the den glows purple with fluorescent fungi,

and it illuminates a horrible scene taking place:

A gigantic tentacled monster with a horrendous gaping maw is sweeping small mushroom people into its mouth at a rapid rate.
The mushroomfolk run and scream rampidly, the smallest shrooms (children?) are gathered in a corner, weeping.
A few larger mushroom warriors are shooting spores at the monster, to little effect.

Forlorn Tunnels

Please roll Perceptions and Knowledge Dungeoneering.


Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=9 ; d20=16 ;
Wednesday August 17th, 2011 1:50:33 AM

"Ok, what is that?" Tahni asks in disgust. She is so preoccupied with the creature she fails to notice much else (Perception: 9. Knowledge Dungeoneering: 16 - though capped at 10 for an untrained skill)

Knowing things are probably about to get messy, Tahni calls upon Alemi to bless the group (Cast Bless. Every ally within 50ft gets +1 on attack rolls and saves vs fear for the next 10rounds)

========================
Spells Currently in effect: Bless (1/10)
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

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

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

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+7=17 ; d20+6=12 ; d20+3=7 ; d20+3=7 ;
Wednesday August 17th, 2011 2:54:30 AM

Devlin grimaces in disgust at the sight of the foul creature. Almost on instinct he fires at the beast but his shots go wide not even bothering it. I dont know much about these creatures but I believe they are called Otug's or something like that. They like garbage. Devlin reloads and readies his next shot.

Actions:
Fire twice at creature, rolled a 4 twice both miss (ugh)
Perception = 12
Know, dungeoneering = 17

Boomy HP 16/20 AC 17/17/16 
Wednesday August 17th, 2011 5:19:24 PM

Seeing the monster Boomy activates the tattoo on his chest and mutters the words, Yeah, but you should see the other guy. Instantly he is protected by some mage armor and moves 30 ft NE towards the monster.

Sam -- 19/15/15 -- CMD 12 -- HP 9/15  d20+6=24 ; d20+7=27 ;
Wednesday August 17th, 2011 11:01:54 PM

Sam slowly gets up after his horrible fall. I think I broke something! He then picks up his torch and sees the creature.

perception=24!
dungeoneering=27!

Braugh Stormbringer 
Wednesday August 17th, 2011 11:37:49 PM

Braugh moves forward with Boomy and readies his shield. I don't care what it is. It can't be allowed to slaughter those beings.

Actions:
Move forward next to Boomy.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday August 18th, 2011 1:31:56 AM

OOC: Loot list updated to include treasure from the Grick earlier. Please let me know if anything is missing.

Also, anyone mind if Tahni takes the mithral buckler?


Sam -- 19/15/15 -- CMD 12 -- HP 9/15 
Thursday August 18th, 2011 8:53:36 AM

ooc- Have it Tahni. I DO want the ring if no one else needs it. AC 21 would be nice!

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20+9=17 ; d8+4=8 ; d6=2 ;
Thursday August 18th, 2011 10:26:54 AM

OOC: I'm back all! Tahni, take the buckler... we insist. Sam take the ring. On the loot, we are missing some potions that Jerry gave us... namely the very first pack we were given off of the Druid list. I believe it was Calm Animals, Charm Animal, Summon Swarm, Summon Natures Ally III. I'll double check. Of those, Bruagh would like Calm Animals to replace his red cloth. Actually, would the DM be opposed to me using the potion to refill the red cloth which was a lotto item that functioned as a Calm Animals potion? It's what I used on the bear in the cave.

I also, just realized that I have been shorting myself on AC by 1 for almost 8 months. I was listing my Adamantine Breastplate as having an AC bonus of +5 instead of +6. It's been corrected.


Bruagh charges the creature and attempts to bury the longsword up to hits hilt in the creatures mouth.

Hit AC 17
Damage: 8 Slashing, 2 Frost
At -2 AC for Charging.

Boomy HP 16/20 AC 17/17/16 
Thursday August 18th, 2011 10:29:16 AM

ooc: I also have the Aura ring if anyone wants / needs it.

Tahni -- AC15/11/15 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday August 18th, 2011 2:27:51 PM

OOC: Thanks guys. Updated AC with the Mithral Buckler

DM Addison  d20+3=18 ; d20+3=21 ; d6+2=3 ; d6+2=8 ; d20+13=14 ; d20+2=13 ; d20+2=17 ; d20+2=21 ; d4+1=4 ; d4=3 ; d4=2 ;
Thursday August 18th, 2011 11:31:07 PM

Tahni is quite surprised, but knows the best way to react is to prepare! Her bless spreads across the group, empowering your hands with holy light.

As Devlin fires his crossbows, clanging to the walls behind, Braugh runs across the cavern, the tiny mushroom people gasping and backing away, letting you pass. You charge the giant mouthed creature as it chews and holds a screaming mushroom baby in a tentacle.

You sink your blade to the haft into the creature, and it shrieks in horror of actually being hurt! Foul-smelling black ooze spews from the wound, freezing the inner goo.

The creature drops the child in its grasp and flings two tentacles at Braugh, the impact of one powerful slam to his ribs is absorbed by his armor, the second smacks you upside the head. The tentacles begin to wrap around your body, but a few bats from your shield and "get away" slashes, it relents (Hit AC 18 and 21 for 3 and 8, -2 from each with your damage redux for 7dmg total, Naty 1 on the Grab.)

Boomy activates his magical tattoo, summoning plates of transparent armor over his body

Sam ONLY Highlight to display spoiler: {You have heard of these creatures in your many travels and studies of texts, it is an Otyugh, a creature that feeds on decaying matter and trash. Not surprising to find here amongs fungi, also saprophytes.

Also, watchout above! Tentacles!
}

(Miss Deldrid 13, Miss Sam17 thanks to his Perception roll and thus keeping his Dex bonus, and hit Tahni 21)

Tahni suddenly feels a horrific burn on her leg. You jump and look down to see horrific purple vines are wrapping around your leg! You take 4 damage and DC 15 Fort save or take 3 strength damage and 2 con damage! Your skin seems to steam and melt at the touch of the fungal tentacle.

The vines lead to nearby fungi that have been dormant in the corners. They suddenly glow purple with malicious intent.

Otyugh -10hp slashyfreezy

Tunnels of Forlorn Mountain

(yeah, handkerchief calm animal is fine)

Tahni -- AC15/11/15 -- CMD 10 -- HP 9/13 -- Familiar: Daya  d20+4=16 ;
Friday August 19th, 2011 1:19:52 AM

"Bah, rotten vines!" Tahni screams as the tentacle burns at her leg ( Fort Save vs DC15: 16 = Pass)

OOC: Waiting to see where Sam and Boomy move before taking Tahni's actions

========================
Spells Currently in effect: Bless (2/10)
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

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

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

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+3=6 ;
Friday August 19th, 2011 1:41:05 AM

Devlin rolls away from the purple tentacles and fires a shot at the smelly beast. His roll causes his shot to miss by a mile. Fire might be best against that fungus, got more of those vials of liquid fire. He says as he fishes into his backpack for one of the vials he was given.

Actions:
Move to DW,14
Shoot at beast = 6 miss

Delrid AC 16/12/14 -- CMD 12/16 -- HP 20/21  d20+3=18 ; d6+1=4 ;
Friday August 19th, 2011 10:07:00 AM

Delrid takes a defensive posture, not sure what he can do to help the situation. At first glance, the creature looks like it might be resistant to acid, but something is better than nothing.

Delrid activates his acid dart.

Hit touch AC: 18
Acid Damage: 4

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20+7=11 ; d4=2 ; d20+7=19 ; d8+4=12 ; d6=5 ;
Friday August 19th, 2011 11:18:10 AM

Bruagh wants desperately to help the mushroom child but knows landing a killing blow will be more helpful. "Domi guide my blade!!!"

Hero Point Reroll for attack: 19 to hit
Damage: 12 Slashing 5 Cold
Not sure Where the d4 came from.

Boomy HP 16/20 AC 17/17/16  d20+7=21 ; d20+5=18 ; d6+3=5 ;
Friday August 19th, 2011 11:41:45 AM

Boomy runs up the the hideous creature while drawing a siangham and a kama. Tumbling past the creature's tentacles the best he can he moves in and kicks it with all his might.

Actions
--------------------
Tumble to avoid an AoO against Boomy= 21
Draw Kama and Siangham
Hit AC 19 for 5dmg

ooc:I posted last time that I had moved 30 ft NW which would put me at DX/18. Now I should be just to the right of Braugh.

Sam -- 19/15/15 -- CMD 12 -- HP 9/15  d20+3=11 ; d6=6 ;
Friday August 19th, 2011 9:19:41 PM

Sam barely avoids the tentacles. He pulls an alchemist's fire from his pack and throws it at the attacker.

action-step to DT 15
pull out and throw alchemist's fire at square DS 17
to hit=11
6 fire damage (if hits) and 1 to adjacent.



Tahni -- AC15/11/15 -- CMD 10 -- HP 9/13 -- Familiar: Daya  d20+8=20 ;
Friday August 19th, 2011 11:28:42 PM

Having avoiding much of the tentacles sting, Tahni is anxious to put distance between it and herself. As Sam moves and pulls out his alchemist fire, Tahni moves further into the cavern (Move to DV-15).

"I wonder how they feel about bright light" she ponders as she casts Dancing lights directly at the purple mass at DT-11 ,

Now closer to the main battle, she looks to the mushroom people - surveying them for any wounded (New perception check specifically to look for injured/dying 'mushies': 20)

========================
Spells Currently in effect: Bless (2/10)
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

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

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

DM Addison  d20+7=23 ; d8+4=9 ; d20+4=11 ;
Sunday August 21st, 2011 11:04:47 PM

Map Bookmarker

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Monday August 22nd, 2011 12:58:14 PM

OOC: Checking in. *Waves*

Tahni -- AC15/11/15 -- CMD 10 -- HP 9/13 -- Familiar: Daya 
Monday August 22nd, 2011 8:56:29 PM

OOC: Checking in... waves back to Bruagh :)

Sam -- 19/15/15 -- CMD 12 -- HP 9/15 
Monday August 22nd, 2011 9:17:49 PM

OOC-Checking in. *Does "the wave"*

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday August 22nd, 2011 11:41:09 PM

OOC: Check, puts his hands in the air and goes woo!

Delrid AC 16/12/14 -- CMD 12/16 -- HP 20/21 
Tuesday August 23rd, 2011 6:57:10 AM

OOC: I refuse to check in, and waves are for the ocean and baseball games. Is this some kind of game to you guys? (hopefully the answer is yes)

DM Addison  d4=2 ; d3=3 ; d3=3 ; d20=6 ; d6=4 ; d20+4=5 ; d20+4=24 ; d20+4=16 ; d4+1=3 ; d4=2 ; d4=2 ; d4+1=5 ;
Tuesday August 23rd, 2011 2:48:15 PM

(OOC: Sorry for the delay. Internets has been blinking in and out of my house for the past few days.)

As Devlin's bolt goes wide, Boomy and Braugh continue the assault, slashing gaping holes in the Otyugh's abdomen. Deldrid's summoned arrow lands in a wound and sizzles for a bit.

Black ichor-like blood spews everywhere from the wounds caused by Braugh and Boomy, drenching the floor, your arms and armor. You are sticky and icky.
The smell is horrific

The creature roars in defiance, and a rumbling sound is heard coming from its bowels.
With a sudden lurch, the contents of its stomach (rotting meat and black acidic ooze) are projectile-vomited in a 20-foot cone, consuming Boomy and Braugh in a sirroco of pure disgust.
Please make two DC 15 Fort saves vs. Disease. Failure of the first means you are nauseated for 2 rounds. Failure of the second means you take 3 str and 3 dex disease damage today and have a second chance to save tomorow.

Meanwhile, Sam gingerly tosses an alchemist fire on the Violet Fungus closest to him.
The flames spread quickly and the fungus emits a high-pitched wheeeeeeeeerrrrr as it shuffles a few feet away from the flame... feebly (reflex save = 6. fail, takes 10 damage total).

The stalks of the two fungi grow three feet, making the caps a head above yours. Suddenly, a shower of thorn-spores fire from the underside of the caps (the gills), dousing Deldrid, Sam, Tahni, and Devlin in a two attacks! The first one everyone dodges (miss AC 5, nat 1), but the second sprays all four of you with the circular purple thorns that stick to your skin and inject poison (Hit AC 24, nat 20. confirm with 16)
You four take 3 piercing damage (or 8 total damge for Deldrid and Tahni since the 16 confirmed crit), and all four of you please make a DC 15 Fort save vs. Poison or you take 2 points of Str and 2 points of Con damage!!!!

Then, the Mushies unite as a Blue Mushie shouts, "warriors assemble!" and thus four Mushie warriors line up. "Fire!" and four blue-green spores fly from the caps of the warriors and land on the Otyugh to little effect.
Tahni sees that the child Mushie that was once in the Otyugh's claws is still on the ground, not moving.

Otyugh: - 36 hp down.
Violet Fungus 1 - 10hp fire
Violet Fungus 2 - ok

Map of Forlorn Tunnel Caves


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20+9=29 ; d20+9=19 ; d20+7=14 ; d8+4=7 ; d6=6 ;
Tuesday August 23rd, 2011 3:49:59 PM

Bruagh barely notices the vomit as it covers him... so intent is he on destroying this creature. Wordlessly he continues his assault.

Attack: 14
Damage: 7 Slashing 6 Cold.

Tahni -- AC15/11/15 -- CMD 10 -- HP -3/13 -- Familiar: Daya  d20+4=6 ; d20+4=12 ;
Tuesday August 23rd, 2011 8:33:08 PM

Fort Save vs DC15: 6. Use Hero Point to Reroll. 12 and a +2 racial bonus vs Poison = 14. Missed it by <that> much. 2pts con dmg = additional 4pts HP damage

"Whaaaa ?" Tahni's eyes roll back as the toxins shut her body down. She slumps to the floor, moaning incoherently in an unconscious and dying state.

========================
Spells Currently in effect: Bless (3/10)
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

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

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

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 16/20  d20+3=5 ; d20+5=10 ; d6=4 ;
Tuesday August 23rd, 2011 9:05:47 PM

Devlin winces as the thorns pierce his skin, he feels weakened as the poison makes its way into his bloodstream. He grabs the vial of liquid fire from his bag and throws it at the already scorched mushroom, its contents splashing all over the creature. He hears Tahni fall and swears under his breath. Sam do you have more of the fire? If not help Tahni, if you do throw it and I will help her. Lets focus on one of these things before taking out the other one. He reloads his crossbows and readies himself to act.

Actions:
Get alchemist fire from haversack
Throw at fungus 1 = hit touch AC 10 Dam = 4 (Plus an additional d6 next round unless its passes reflex 15)

Conditions = Poisoned: Str = 9, Con = 10

OOC: Rob C you should only loose 2 hps from the con loss 1 for each level. Right?

Tahni -- AC15/11/15 -- CMD 10 -- HP -3/13 -- Familiar: Daya 
Tuesday August 23rd, 2011 10:51:10 PM

OOC: I wasn't sure myself, so checked the rules:
"Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points".
So as Tahni took a -2 to Con and she is level 2 she loses 4 HP from current and total HP.
Thanks anyway though :)


Sam -- 19/15/15 -- CMD 12 -- HP 9/15  d20+1=5 ; d20+1=15 ; d20+3=11 ; d6=6 ;
Tuesday August 23rd, 2011 10:54:38 PM

Sam winces in pain as the thorns hit his small, frail frame. He pulls out another alchemist's fire and throws it at the vine.

hero point to change save from 5 to 15! Phew!
Steps to DU 15
Pulls out another alchemist's fire and throws it at vine on DT 17.
11 to hit
6 fire damage if it hits



Sam -- 19/15/15 -- CMD 12 -- HP 6/15 
Tuesday August 23rd, 2011 11:36:54 PM

-3 hps

Boomy HP 16/20 AC 17/17/16  d20+6=21 ; d20+6=15 ; d20+3=23 ; d20+3=20 ; d20+4=17 ; d20+4=20 ; d6+3=7 ; d6+3=4 ; d6+3=9 ;
Wednesday August 24th, 2011 1:20:27 AM

Boomy kicks the creature again while bringing his Kama down upon the thing in a flurry of movement and blows. His training at the monastery had long since taught him to ignore any distractions during battle. The only time he ever slipped up was when his master brought the village girl from town up to one of his training sessions...but that is story for another time. Returning to his ready stance, he glances back to see check on how the others are doing.

Actions
~~~~~~~~~~~~
Fort Save 1 = 21, success
Fort Save 2 = 15, success
Hit AC 23 (Confirm Crit = 20) for 7 dmg (11dmg if crit)
Hit AC 17 for 9 dmg

ooc: Is this creature of the Giant Subtype?

Tahni -- AC15/11/15 -- CMD 10 -- HP -3/13 -- Familiar: Daya 
Wednesday August 24th, 2011 6:09:29 AM

OOC Nope. Just plain ol' big and nasty :) Though everyone is still under the effects of the Bless spell, so don't forget to add +1 to your attack rolls

Delrid AC 16/12/14 -- CMD 12/16 -- HP 20/21  d20+7=14 ; d20+5=22 ; d6+1=2 ;
Wednesday August 24th, 2011 7:32:09 AM

Fort save: 14 - Poisoned!

Delrid takes 8 damage and drops another 2 hit points for the con damage, for a total of 10. He looks for a sheltered location (or at least moves perpendicular to the group/beast axis, and fires another dart.

Touch AC = 22 (Bless!)
Acid Damage = 2 (Take that, foul beast! Min damage!)


Delrid AC 16/12/14 -- CMD 12/16 -- HP 10/21 
Wednesday August 24th, 2011 7:33:11 AM

OOC: updated HP

Boomy HP 16/20 AC 17/17/16 
Wednesday August 24th, 2011 10:31:57 AM

Please add +1 to my attack rolls.

DM Addison  d20+4=16 ; d4+1=4 ; d4=2 ; d4=3 ;
Wednesday August 24th, 2011 11:41:00 AM

(OOC: It would make sense to me that if your Con bonus goes from 16 to 14, or +3 to +2, then you should lose 1hp per level? Are you sure the wording you posted doesn't refer to the penalty to your Fort save times your HD? It wouldn't make sense to lose more HP by losing Con then you gain by increasing your Con. So I think Devlin's right.)

Boomy and Braugh, though covered with sick of all kinds, continue the assault on the large Otyugh, A slash from Braugh's sword brings it to the ground. It roars in pain and anger. Then, Boomy jumps in the air and shoves his Kama into the eye-stalk of the aberration, making it flail about wildly, flinging blood all over the cave walls... until it sputters to a halt

The Otyugh is dead.

Meanwhile, Tahni bites the dust as the group is skewered and poisoned by the Violet Fungus behind.

Devlin, and Sam's alchemist fires light one fungus to a blaze, its tendrils flail upwards as it disintegrates to nothingness.

The other Violet Fungus (having been hit by Deldrid's acid), sends three tendrils that wrap around Tahni (Hit AC 16), causing her skin to slough off dramatically, revealing bare bone (4 damage. Do another DC 15 fort save vs poison or take another 2 str and 3 con damage).

It drags her unconscious frame to its awaiting violet fuzzyness...

Then, the Mushroom people, seeing that the Otyugh has been successfully dispatched (though it still stinks), all rush to Tahni's aid, firing small turqoise spores at the Violet Fungus.

Surprisingly, the Violet Fungus's tendrils retreat from the blue-green spore attacks of the Mushies!
They shout in triumph as Tahni is released from its hungry grasp

They shout and point at the last remaining fungus: "Kill it! Kill it!" they say.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 16/20  d8+1=4 ;
Wednesday August 24th, 2011 1:43:54 PM

Devlin rushes to Tahni's side as he fishes a potion of healing from his bag. Cradling her head in one hand he pours the liquid down her throat, some of her wounds begin to heal but the damage is still severe. Braugh we need you over here now! Looking back to Tahni he says Stick with us lass you need ta fight that poison off.

Actions:
Move to Tahni
Use cure Lt. wnds potion = 4 hp healed to Tahni

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d6=5 ;
Wednesday August 24th, 2011 2:14:41 PM

Hearing the seriousness in Delvin's voice, Bruagh races towards the creature, when he sees, Tahni's condition he sheathes his sword so as to have a hand to heal her with. "Domi, don't let me be too late!

Bruagh slides between Tahni and the fungus and lets the healing touch of Domi flow through him, hoping it will be enough to stay the hand of death.

Move Action: Get between Tahni and the Fugus
Standard Action: Lay on Hands 5hp to Tahni.



Sam -- 19/15/15 -- CMD 12 -- HP 6/15  d20+4=19 ; d6=1 ;
Wednesday August 24th, 2011 6:02:35 PM

This is my last vial guys! Hopefully it does the trick! Sam pulls out and throws the final vial of alchemist's fire at the surviving foe.

Steps to DT 14
19 to hit (with bless bonus)
1 lousy point of fire damage...

ooc-How do I make more fires? I have the skill, vials, and an alchemist's lab. Do I need to find ingredients?



Boomy HP 16/20 AC 17/17/16  d20+7=18 ; d6+3=7 ;
Wednesday August 24th, 2011 9:24:11 PM

Boomy hears the screaming behind him and looks on in horror as the fungi wraps its tendrils around Tahni. Immediately he charges the fuzzy mass and slashes at it with his Kama.

Hit AC 18 for 7dmg

Tahni -- AC15/11/15 -- CMD 10 -- HP 7/11* -- Familiar: Daya  d20+4=24 ; d6=3 ;
Wednesday August 24th, 2011 9:26:27 PM

OOC: When in doubt, the DM rules are what we go by. Happy to only take 2pts rather than 4pts. That puts her at -1, then a further -4 combined with 9 healing puts her at 4pts

Tahni's poison resistance kicks in, as her body fights off the toxin. (Fort Save vs Poison DC15: 24 - Nat 20. Pass). She groggily comes to "Why is it after every nightmare, I wake to see your face?" she asks Bruagh with a weak smile. The seriousness in his face relays the current situation, and Tahni weakly gets to her feet to stand behind Bruagh. She concentrates on releasing a burst of healing to all nearby (Everyone healed for 3pts)

(Move action to stand up, standard action to heal)

========================
Spells Currently in effect: Bless (4/10), Poisoned (-2Str,-2Con)
Energy Channels: 4-3=1
Calming Touch: 8
Resistant Touch: 8

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

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


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20 
Wednesday August 24th, 2011 9:30:23 PM

Devlin mutters under his breath Sure big handsome fighter gets all the credit. He chuckles and winks at Tahni before patting Bruagh on the back.

OOC: It looks like for Con damage you take the penalty to your fortitude save and multiply that by your Hit Dice.

Tahni -- AC15/11/15 -- CMD 10 -- HP 7/11* -- Familiar: Daya 
Wednesday August 24th, 2011 9:37:50 PM

Tahni smiles at Devlin and blushes "My words may have come up more 'gushy' than I intended" she notes to herself

Sam -- 19/15/15 -- CMD 12 -- HP 9/15 
Thursday August 25th, 2011 7:57:25 AM

+3 hp

Boomy HP 16/20 AC 17/17/16 
Thursday August 25th, 2011 8:20:52 AM

ooc: The fungus is still alive, isn't it.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20 
Thursday August 25th, 2011 12:56:09 PM

ooc: As far as we know yes.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 26/30 
Thursday August 25th, 2011 2:52:43 PM

HP Updated from earlier.

Tahni -- AC15/11/15 -- CMD 10 -- HP 7/11* -- Familiar: Daya 
Thursday August 25th, 2011 8:50:52 PM

checking in...

DM Addison  d20=15 ; d20+4=17 ; d4+1=5 ; d4=2 ; d4=1 ;
Friday August 26th, 2011 10:21:31 AM

(OOC: According to the Craft Skill, you have to roll an alchemist check and multiply that by the DC 20 and hope the result is more than 200, which is the cost of an Alchemist fire in SilverP. So that just means you need to roll a 10 to make one in a week. If you roll a 20, then you make one in half a week. More = less time. I'm not too worried about components right now, lets just say you have enough in your Alchemist' kit to make a half dozen or so before you need to restock.)

Boomy slashes at the fungus, cutting a slice of the cap off and it flops to the ground, just as Sam tosses another Alchemist fire on the thing (Reflex save = 15), to which it moves out of the way, just barely getting burned.

It continues to flail its tendrils at Boomy, hitting AC 17 for 5 damage and DC 15 fort save or be poisoned for 2str and 1con damage.

Meanwhile, Devlin and Braugh administer some much needed first aid to the party punching bag, er. I mean cleric.

The Mushroom Warriors all surround the Violet Fungus and begin shooting all sorts of spores at it, that surprisingly makes the fungus shake in self-defense.
You also see the Mushie children start to go near the Otyugh corpse and... play? with it? What are they doing? Sticking their hands in its wounds? Knowledge Nature DC 15 Highlight to display spoiler: {They are saphrophytes and thus feed by breaking down decaying matter... corpses decay}

If you kill that last fungus next round, then you all get 1200EXP for 'Saving the Mushies'. Please put this on your character sheet with the description. Enjoy leveling up over the weekend!


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 26/30  d20+9=23 ; d8+4=5 ; d6=1 ;
Friday August 26th, 2011 12:23:53 PM

Bruagh smiles a warm smile, when he hears Tahni's words. He could care less how gushy she sounds, at least she is speaking.

And just as quickly his warm smile fades and anger bordering on rage takes over. He turns and assaults the last fungus with reckless abandon.

Attack: 23
Damage: 5 Slashing, 1 Cold = Minimum Damage.



Boomy HP 16/20 AC 17/17/16  d20+6=7 ;
Friday August 26th, 2011 2:37:19 PM

ooc: Do I need to make a fort save if it didn't beat my AC?

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Friday August 26th, 2011 4:30:07 PM

Updating Header and CS is now level 3. Everyone please note you get +4 to Will Saves vs. Fear if within 10ft of Bruagh.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20  d20+2=19 ; d20+2=12 ; d8=4 ; d8=5 ; d20+6=25 ;
Saturday August 27th, 2011 12:58:31 AM

Seeing that Tahni is ok, Devlin fires his crossbows into the fungus. One of the bolt slides into its stalk. He deftly reloads and scans the surroundings for any other threats. Seeing what the little creatures are doing he grimaces. Not sure what that's all about.

Actions:
Full attack: Fire at Fungus =
First Shot, 15 (19-4 for firing into melee) Dam = 4
Second Shot, 8 (12-4)
Reload
Perception = 25


Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 27/28 
Saturday August 27th, 2011 1:22:04 AM

OOC: sheet updated

Tahni -- AC15/11/15 -- CMD 10 -- HP 10/11* -- Familiar: Daya  d6=3 ;
Saturday August 27th, 2011 11:08:43 PM

Tahni will hold her ground behind Bruagh. Once the fungus is truly dead, she will position herself between the party and the downed 'mushie' and release her final wave of healing (Everyone healed for 3pts)

========================
Spells Currently in effect: Bless (5/10), Poisoned (-2Str,-2Con)
Energy Channels: 4-4=0
Calming Touch: 8
Resistant Touch: 8

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

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

Boomy HP 16/20 AC 17/17/16  d20+5=16 ; d3=2 ; d20+5=6 ; d6+3=5 ; d6+3=5 ; d20+7=14 ;
Monday August 29th, 2011 8:36:52 AM

Boommy strikes back at the plant, kicking the tendril that lashed out at him. As his foot connects he twists his him and does a barrel roll mid air, bringing his second foot flying towards the fungi at amazing speed. Although the flip is impressive looking, it would have been more impressive had the second attack actually connected. (missed with a natural 1)

Actions
---------------
Atk with flurry of blows.
Hit AC 16 for 5 dmg.
Acrobatics for flip = 14
Hit AC 6 (miss with a natural 1)

DM Addison 
Monday August 29th, 2011 11:36:57 AM

(OOC: To Boomy - I thought your AC was 17. Or do ties go to the defender?)

The fungus is quickly dispatched via sword, bolt, and roundhouse to wheel kick combo...
Tahni heals everyone.

The Mushies all go "Ooooooooooooo" as the white healing light waffs over them.

One Blueish mushroom person walks up to you and says, "You have saved us from our natural competitor and predator! Food is scarce for those who decay matter, and now we shall recycle the flesh." He points to the young ones absorbing the abberation slowly.

Then he sees that Tahni's veins are turning purple from the poison and says, "Come, the Violetta toxins seem to react badly to your blood system."

He then takes Tahni by the hand and brings her over to a little pool of blue slime... is it... moving? He says, "Here, taste him and you shall be cured." ..... him?

A group of Mushie warriors approach the rest of the heroes and address Braugh, "How did you happen across our struggle? Why did you save us? And how can we repay you?"

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20+7=27 ; d20+4=24 ; d20+5=19 ;
Monday August 29th, 2011 1:59:33 PM

Bruagh puts the longsword away, sheathing it at his side. He snaps the shield in place on his back, and checks to make sure his war axe is in reach with the handle sticking out from under his shield.

"I'm Bruagh Stormbringer. My friends and I are but weary travelers. Of late we have done little more than run for our lives. We ventured into these tunnels hoping to find trade goods, food, and other items of worth. We saw you in battle and decided it was the right thing to help you. We require no payment, but if you had any food to spare, we would accept it graciously. And what are your names? What are your people called? What is 'him'?"

Bruagh keeps a curious eye on all of the "mushies" hoping to gleem any information he can from their body language.

Diplomacy: 27 (Natural 20)
Sense Motive: 24 (Natural 20 again)
Spellcraft: 19 on the blue slime


Boomy HP 16/20 AC 17/17/16 
Monday August 29th, 2011 2:05:54 PM

ooc: 17 was my AC before Mage Armor was cast.

Sam -- 19/15/15 -- CMD 12 -- HP 12/15 
Monday August 29th, 2011 5:39:04 PM

+3 hp

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+7=15 ;
Monday August 29th, 2011 5:43:27 PM

Though not as bad as Tahni Devlin can feel the poison in his veins as well. Lass if ya want I can taste the liquid first. You need it more than I do though so I don't want to take any away from you. Whatever her decision Devlin will take a drink? of the slime. Already dreading what it might taste like he makes an odd face as he takes a swallow. Once he is feeling better he will observe his surroundings and the strange fungus men.

Perception = 15

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/21* -- Familiar: Daya  d20+10=19 ; d20+9=17 ;
Monday August 29th, 2011 9:52:28 PM

"Thanks Devlin, but I'm willing to brave it if you are"

Tahni still feels a little light headed. "Uh, did you say him?" she reaches out a finger to touch the slime then proceeds to lick her finger. If she doesn't feel any worse - taste aside - she will try more. "Thankyou"

Perception: 19 - including looking over the otyugh carcass for anything valuable it may have swallowed
Profession (Herbalist): 17 - curious as to whether any of the poison/fungus could be stored for later use

OOC: Levelled up to 3. Took the Toughness feat :)


Sam -- 19/15/15 -- CMD 12 -- HP 12/15 
Monday August 29th, 2011 11:19:51 PM

OOC- Leveled up to 3.

Sam walks over to Tahni and watches her sample the slime. He waits for her to finish and taps her on the shoulder. In a quiet, shy voice Hey Tahni...I was wondering if anyone was going to take that ring. I sure could use it if no one else wants it. I'll do what I can to pay the group back if I can have it.

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/21* -- Familiar: Daya 
Tuesday August 30th, 2011 12:12:13 AM

"Sam, you travel and fight with us, and any rewards are split equally. Please take it, I insist"

OOC: I'm assuming we're talking about the Ring of Force Shield? I thought Sam actually had it, but rereading the posts I guess he didn't

Boomy HP 16/20 AC 17/17/16  d20+9=19 ;
Tuesday August 30th, 2011 9:00:11 AM

As the others deal with the poison Boomy searches for any treasure that may have been lost or spilled.
Perception = 19

(Still working on my C.S.)

Sam -- 20/15/16 -- CMD 12 -- HP 12/15 
Tuesday August 30th, 2011 9:12:25 AM

Thanks Tahni. I will use it to benefit the group. Sam puts the ring on his finger and activates the shield. He stares at the ring and is amazed by its power. He rubs the ring as the shield glows in front of it. He thinks of a name for it...Precious. Sam throws his masterwork wooden shield on the ground.



Sam -- 20/15/16 -- CMD 12 -- HP 12/15 
Tuesday August 30th, 2011 9:25:15 AM

ooc-Sam can assist skill checks (+2) with his bard song. Let me know when you need the bonus before rolling.

Sam -- 20/15/16 -- CMD 12 -- HP 12/22 
Tuesday August 30th, 2011 1:41:03 PM

ooc-For ease of posting, feel free to declare my usage of the "Inspire Competence" song outside of combat situations. You will get a +2 bonus to skill checks that are practical (not stealth for instance). I get quite a few rounds of bard songs/day and as you might have noticed, have not found good use for it yet. Don't ask, just use it!

Addison: Sam, you rock. You get DM favor points for stating this plan. =)

Sam -- 20/15/16 -- CMD 12 -- HP 12/22 
Tuesday August 30th, 2011 5:51:10 PM

ooc-Hopefully that DM favor translates to a NPC excited about buying a literary work of Sam's for 50 gp, so he can start his prestige class at level 6. Maybe someone important and/or wealthy needs a speech or poem written. ;)

Addison: Oh? What prestige class are you going for? Anything that makes you more unique makes this game more fun for us all!

DM Addison 
Tuesday August 30th, 2011 5:54:37 PM

Tahni inspects the blue-green liquid-like material that is pulsating in the cracks of the rock.
It is something you have never seen before, yet you bravely dip a finger and take a lick.
Immediately, you taste something metallic spread across your tongue.

Everyone except for Tahni Highlight to display spoiler: {Her tongue turns turquoise. It's funny}

Tahni, you also feel your blood begin to flow normally as the stinging pain subsides from your veins. (You recover 1 point of Str and Con damage per hour). You are unsure if it can be bottled for later use, but it's certainly worth a try! You do know that the Violetta poison can certainly be extracted and synthesized into a viscous poison, though it may be dangerous.

The Mushroom King motions for Devlin to take a bite as well and he says in reply to Braugh, "We have not spoken the common tongue in many years. Last time, the Gnomes called us Teliophores I believe. Though you can call us whatever you want. Usually we communicate through subtle olfactory movements."

Then he points to the blue-green liquid, smiles broadly, and says, "This is Panaceae. He can't speak common, but he flows in the cracks, absorbing what we cannot. He's our friend."

You all search the quickly decaying corpse of the Otyugh only to see disgusting ichor as the creature melts... no loot among innards. (OOC: Some adventures yield high loot while others high exp)

The Teliophore King looks a bit confused for a moment and says, "Food? Well. Why don't you just absorb some of the Otyugh corpse?"

You look over and see the little Teliolings having a great time jumping into the corpse, shaking their bodies, and then hopping out looking like they just ate a large meal. Ew...

Then the Teliophore King snaps his fungus-fingers and smiles, "Oh wait! I think I have something!"
He then signals his warriors, who in turn run full speed into a 1foot diameter tunnel.

A minute later, the Teliowarriors return, holding above their heads a patch of... green moss?

The King says, "We have noticed many mole-like mammals feasting on this from time to time. Maybe your bodies would find it nutritious as well?'

Your herbalism skill reveals that this is in fact a highly edible moss that grows vivid green. There is even an old recipe for Moss Soup that is to-die for. Though the proper spices may be hard to obtain.
The Teliowarriors run back and forth in and out of the tiny tunnel about 6 times, plopping more and more moss on the ground. Before long, there seems to be several wheel-barrows worth lying there.
This could feed the refugees for at least a week!


Sam -- 20/15/16 -- CMD 12 -- HP 12/22 
Tuesday August 30th, 2011 6:13:21 PM

To the Teliophore King Can you help us navigate these tunnels? We need to find the gnome village on the other side of the mountain.

ooc-Just realized Pathfinder Chronicler is not a prestige class available...Now I really need DM favor points!

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/22* -- Familiar: Daya  d20+10=24 ;
Tuesday August 30th, 2011 7:56:51 PM

"Thankyou. Though the taste is ... unusual ... I do feel better" Tahni says with a smile toward the Teliophore King. She then looks to see if there are any wounded 'mushies' that she might be able to assist (Heal: 24). Tahni conveys her knowledge of the moss to the party. The refugees will have full stomachs tonight!

"Are these tunnels always so dangerous?" she asks.

========================
Spells Currently in effect: Bless (6/10), Poisoned (-1Str,-1Con for 1hr)
Energy Channels: 4-4=0
Calming Touch: 8
Resistant Touch: 8

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

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

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/22* -- Familiar: Daya 
Tuesday August 30th, 2011 8:07:57 PM

OOC: Sam - hey yeah - just noticed that too. Though have a look at some of the Bard APG variants. The Bard (Archivist) might suit you. You might also consider the Horizon Walker. You could also head over to the rules forum and ask the question why it isn't allowed - maybe you could argue for it to be allowed as part of the APG conversion? :)


Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+10=12 ; d20+7=24
Tuesday August 30th, 2011 9:05:34 PM

Devlin will taste the Panaceae. He instantly feels the effects of the poison lessen.

Well we got food, if the Teliophores know a good path through the tunnels it would be appreciated. I say we head back to the refugees and rest. We all look terrible and I could use a nap myself. We should be able to fill our packs with the fungus and not need to make more than one trip. Devlin helps gater up the moss and greets a few of the fungus people. He even does a few juggling tricks with some glowing fungus for the little ones. Before they leave a thought comes to him. Tahni, do you think that the Panaceae might help Miss Cloverdale?

Ummmm has anyone seen the goblin? Devlin looks around the room to see if the creature is hiding in it.

Sleight of hand to entertain the little fungi = 12

Perception = 24

Boomy HP 16/20 AC 17/17/16 
Tuesday August 30th, 2011 9:31:16 PM

While the others talk Boomy speaks privately with a few of the mushies, informing them where they buried the goblins. Although he respects the dead, he views goblins as sub-human (dwarf?) and isn't bothered by the thought of their bodies being eater and figures it will help the mushies and repay them for the moss. Some of our group would be bothered by your digging the corpses up while we are here, so if you could wait until we have left it would be much appreciated.

Sam -- 20/15/16 -- CMD 12 -- HP 12/22 
Tuesday August 30th, 2011 9:44:08 PM

ooc-Thanks for the advice Tahni. Not really interested in the other options though. I don't see what the big deal is with the chronicler. He gets more support abilities. The bard is actually much tougher at the same levels. He can kill someone by singing at about DC 24-25 by level 20.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Wednesday August 31st, 2011 11:30:43 AM

Bruagh snickers at Tahni's new look. "That's a good color for you. Really brings out your eyes."

He waits anxiously hoping to hear how dangerous the tunnels usually are as well as something of the gnome community.

DM Addison 
Wednesday August 31st, 2011 6:14:05 PM

(OOC: Sam - I really like the Pathfinder Chronicler PrC. I have no clue why its not to be included in the Wold. maybe because Jerry wanted to make a Wold Chronicler PrC that is more campaign-specific?)

Tahni looks at the injured Teliophores and she quickly sees that they are regenerating by feasting on the Otyugh corpse. They seem happy and healthy.

As you graciously scoop the moss into your packs, you say where to find goblin corpses (though you couldn't have burried them in this stone without some serious excavation skills), and then you ask about friendly Gnomes and how to reach them.

The Telio-King replies, "Well, about six germinations ago, we met a group of travelling Gnomes that were suffering from the itchy spores. We decided to soothe their scratching with our own counter-spores. In return, the Gnomes gave us a potion full of something called Wish-Gro. It fed our young, causing us to grow rapidly and increase our numbers substantially... until today." (Tahni's Knowledge Herbalism tells you that one Germination time is about four years for this species.)

After a brief moment of reflection, the Telio-King says enthusiastically, "My family has not been far in these mountains, as we tend to find a food source and stay put. I don't know where the Gnomes are now, though I do remember they were moving east through the mountain to a place called.... MountainBurrow? Yeah, that's it. They said it was several miles away.'

The Telio-King then looks at the turquoise liquid Panaceae and says, "Now he is almost at one with the earth, living between the faults of the mountain. Let me ask him."

Then he goes to the crack in the stone and makes a funny face at Panaceae.
After a moment, the Telio-King says, "Panaceae doesn't speak plainly, its as if everything were a riddle to him. Silly old slime mold. Nonetheless, he says:

Pits of fire, sparks ignite
The flames of impurity seek the light
short-sighted and a bit short-minded
the path is long, yet time is waning
ebb and flow, even craftsmen fumble
your path is clear if you are not blinded


...Whatever that means."


Meanwhile, Devlin looks around for the Goblin... to see nothing.
As a matter of fact, he never climbed the rope down into the pit you currently reside. Must have... run off?

The Telio-King sends some of his Telio-Warriors to accompany you back to the refugees to claim the Goblin corpses.

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/22* -- Familiar: Daya 
Wednesday August 31st, 2011 11:14:00 PM

"New color? My eyes?" Tahni is curious about Bruagh's remark, but at least everyone is smiling. She smiles back in response.

"Does the moss grow abundantly down here?" Tahni asks the warriors as they accompany the party back to the refugees.

========================
Spells Currently in effect: Bless (6/10), Poisoned (-1Str,-1Con for 1hr)
Energy Channels: 4-4=0
Calming Touch: 8
Resistant Touch: 8

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

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

Sam -- 20/15/16 -- CMD 12 -- HP 12/22  d20+7=21 ;
Wednesday August 31st, 2011 11:18:04 PM

Sam carefully listens to the riddle and has the King repeat it while he writes it down. Sam sits down, studies the riddle, and applies his mental library of knowledge and experiences to try solve it. After he looks up and puts the paper down. (Aloud to the group) I think I have come up with two distinct solutions to Panaceae's riddle. Both are not good. My first thought is that we are inside a volcano. The poem speaks of flames, ebb and flow, and being blinded. Most importantly it speaks of time waining. Volcano's erupt and then go quiet, hence the ebb and flow. Panaceae might be hinting that the volcano is on the verge of erupting. The other possibility is that the mine is filled with explosive gases. If we carry torches deep in the mine it could cause an explosion. I'm leaning to the first possibility, which means we should make haste through these tunnels. He turns to the King Can you ask him if there is lava in this mountain?

Sam then checks the walls of the tunnel to look for signs of lava creating it.

Knowledge (whichever applies) check=21

Sam -- 20/15/16 -- CMD 13 -- HP 12/22 
Wednesday August 31st, 2011 11:22:42 PM

ooc-Maybe if I call the pathfinder chronicler a wold chronicler it will be acceptable. I will petition the rules group.

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+7=22 ; d20+9=27 ;
Thursday September 1st, 2011 12:05:12 AM

Telio-King with your permission I would like to take some of the Panaceae back to one of our sick, it might help to heal her. Could you ask Panaceae if its OK. If possible Devlin will put some of the goo from Panaceae into a vial and bring it to Miss Cloverdale. Once back at camp Devlin will administer the goo to Miss Cloverdale.

I will take the first watch. He takes up a hidden position in the camp.

Perception = 22
Stealth = 27

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Thursday September 1st, 2011 3:33:00 PM

Bruagh, always the glutton for punishment, volunteers for the middle watch when they make it back to the refugees. Along the way he will poke fun at Tahni's uniquely turquoise tongue every chance he gets.

Before he leaves he will thank the Telio's for the help.

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20+10=11 ; d20+10=28 ;
Thursday September 1st, 2011 3:42:51 PM

Once back at the camp, Sam will attempt to make an alchemist's fire (DC 20). After that he records the events of the journey so far and wonders if he will ever have what it takes to become a pathf...Woldian Chronicler. :)

craft alchemy= 11 hero point reroll for 28

Boomy HP 16/20 AC 17/17/16  d20+9=10 ;
Friday September 2nd, 2011 12:01:11 AM

Boomy will take any shift.
Perception = 9 (Nat 1)

DM Addison 
Friday September 2nd, 2011 10:46:41 AM



Sam puts forth a number of solutions to the riddle: both of which result in the group exploding with the mountain if they do not hurry.

The Telio-King looks back to Panaceae for a moment, and then turns to Devlin and Sam, "Panaceae says you can have as much of him as you wish. Though he warns not to eat too much - something about heavy metal poisoning. Umm... I asked him about lava, but he just repeated his riddle." *shrug*

The Telio-Warriors shake their heads at Tahni, "The moss only grows where the sunlight shines. There is a hole to the surface in the little tunnel we found."

Craft Alchemy or Herbalism DC 14 Highlight to display spoiler: {: Panaceae's uses in the raw state are few, like fighting Violetta poison, but with an appropriate alchemy or herbalism check, can be used to make Antitoxins and provide other health benefits. }

The group returns to the refugees so find them cooking some form of odd liquid for food.
They start when they see you emerge from the cave.
Baenor says, "What happened... who are these mushroom-people!?"

The Telio-King smiles and says, "You may call me Telio-King. Please eat this food your hero friends have found for you. We'll take the corpses."

Then the King and his Warriors go and pick up the Goblin corpses and start marching them back to their cave, much like ants bringing food to the mound.

Before leaving, Telio-King looks at Braugh and says, "We are grateful beyond comparison. Please be careful on your journey. It was a looooong time ago that we came across the Gnomes, but if the town they told me about still exists, then I believe you will find it. Good luck to you."
And with that, the Teliophores leave.

At the camp, watch is set and you all take a much needed rest.

Sam pulls out his Alchemist kit and begins mixing liquids to make an alchemist fire (I still think you gotta pay 1/3 the cost in materials eh? Unless you gathered materials from other places). You see know evidence of lava flowing or an eruption pending based on the tunnels around you.

Miss Cloverdale looks sicker than ever. The dull grey of her stomach seems to have spread to her face and lips.

You see Dende has wittled a piece of wood into a fine buckler and strapped it to his arm. The quiet lad smiles at Braugh and taps the shield with his warhammer.



Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d6=6 ;
Friday September 2nd, 2011 1:10:10 PM

Bruagh goes to Ms. Cloverdale and with one hand on her forehead and another on her stomach, he lets the healing power of Domi wash over her. He smiles a weak smile hoping to at least ease her pain and keep her comfortable if not actually healing her. He will let others attend her and hopes that perhaps panacea will be able to remove the taint.

Seeing Dende lifts Bruagh's spirits. With all of the enthusiasm he can muster he shows Dende the best way to counter both sword and hammer attacks with his buckler. He will also show him techniques to best use his warhammer to overpower foes using lighter weapons such as a sword. After the demonstration Bruagh will spar with Dende, making sure to neither embarrass nor injure him. That said Bruagh will not let him win, but will offer encouragement. After sparring, Bruagh will take a few minutes to sharpen his axe and will help with any other tasks that are needed.

Lay on Hands: 6hp to Ms. Cloverdale.



Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28 
Friday September 2nd, 2011 4:18:17 PM

Ooc: Does the Panecea that Devlin gave to miss cloverdale do anything?

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/22* -- Familiar: Daya  d20+9=19 ; d8+2=8 ; d20+10=12 ;
Saturday September 3rd, 2011 12:34:41 AM

Tahni does what she can to aid Tina, attempting to combine divine healing, natural healing, and herbalist knowledge in a concentrated effort (Profession (Herbalist): 19, Lose Protection From Evil to cast Cure Light Wounds: 8pts, Heal: 12, Use Resistant Touch to give +1 bonus to Tina's saves at Tahni's expense)

"Sam, would you mind aiding me? Your songs & words might help Tina relax and keep her calm while I try to treat her wounds" Tahni says quietly (Up for a bardic performance/Aid Another, Sam?)

========================
Spells Currently in effect: Poisoned (-1Str,-1Con for 1hr)
Energy Channels: 4-4=0
Calming Touch: 8
Resistant Touch: 8-1=7

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 -

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


Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20=13 ;
Saturday September 3rd, 2011 8:27:50 AM

I'm not much of a healer, but I can give you a few words of encouragement.

Sam stands behind Tahni as she heals Tina. (From directly over her shoulder using bardic performance:oratory) Focus Tahni. Healing is what you do. Nothing else matters or exists at this moment. Tahni's vision narrows and her peripheral vision seems to blur. Every movement and thought seem to be fluid and perfect. Sam then attempts to throw in his two coppers on the matter. Your doing great Tahni. Just hold there...ok, ok...Yep and watch that over there...Is that her innards? Sam feels sick as he tries to help Tahni heal. I'm going to sit over here and collect myself. Sam sits on the ground, puts his hands over his eyes, and rocks back and forth to avoid losing his last meal.

actions-bardic performance:inspire competence
then aid another=13
+4 healing check

ooc-That's one round of bardic performance out of 12 team. 11 to go. Use 'em up.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20=10 ;
Saturday September 3rd, 2011 7:32:48 PM

Bruagh will assist Tahni.

Aid Another: 10

DM Addison  d20+4=20 ; d20+4=12 ;
Monday September 5th, 2011 11:10:55 AM

(OOC: Please make efforts to recruit! This game is amazing, but we need more people to add to our beautiful story!)

As camp is made, Devlin, Tahni and Braugh all move to help Ms. Cloverdale.
The Paladin lays hands on her, sending a white light throughout her body that treats every bruise and cut on her surface, but her face remains pallid.
The Rogue provides Tahni with some of Panaceae, which is included in her healing regiment.
A cold compress is placed on her brow and small drops of the blue slime mold are administered to her tongue as Sam sings a brief lullaby to relax her while keeping his own lunch down.

When given both Tahni's gift of resistance and Panaceae, some color returns to her lips (Fort save vs. disease-like effect = 20. success!) But Tahni can see that her stomach is still gray. Recovery will take a long time.

Spellcraft or Heal check DC 16 Highlight to display spoiler: {This is a necromantic curse-like effect. She will be temporarily relieved through medical attention, but her condition will only worsen with time if the curse is not lifted. Detect Magic would probably reveal a magical aura about her.}

Her eyes open and she blinks up at you all, "I'm sorry to be so much trouble. Thank you all for helping me." she begins to sob into her hands.

As Braugh spars with Dende, you notice the young lad has quite the knack for fancy foot-work. You see he tries to lead your shield arm low with several low strikes, only to be followed up by a bashing attack for your cranium.

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

In the morning, several pieces of Moss are mixed with old flour and placed in a black-iron kettle and left on the fire. Some nice moss-biscuits are the result, full of iron and minerals.

It is devoured on the trail, as you all continue down the tunnels. You pass the overturned goblin wheel-barrow and then march for several more hours. The young gnomish children must be carried.

Baenor speaks to Sam, "Young SnapdragonMcfisticuffs, from where does your lineage hail?" He seems genuinely interested.

The tunnels turn right and left, up and down, you see different fungi and molds growing, but no sign of intelligent life nor light of day...

You march for 12 hours... anything you guys would like to do in the mean time before breaking for camp again?


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Monday September 5th, 2011 1:12:17 PM

Bruagh quizzes Dende for the bulk of the journey. "Your enemy charges, two handed sword held high. Overhand swing, high to low. How do you counter? Ok, same thing but instead of a sword, it's a maul?"

He'll make a fine warrior. If he lives long enough in the Scab. Bruagh dismisses the thought angrily and takes his turn carrying some of the gnome children.

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+9=28 ; d20+7=27 ; d20+1=11 ;
Monday September 5th, 2011 2:16:23 PM

Devlin takes his spot as the scout keeping ahead of the group making almost no noise. He is alert for any danger but also looking for anything that might help the group survive.

Stealth = 28
Perception = 27
Survival = 11

OOC: Have we identified all the magic items?

Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya  d20+10=25 ; d20+10=16 ; d6=4 ; d6=6 ;
Monday September 5th, 2011 8:40:24 PM

OOC: In terms of recruiting... stay tuned ;)

Heal check vs DC16: 25 - Pass

"I've thrown everything I have at this, and still she is not cured" Tahni worries. She recognises that this is unnatural, and quickly looks to detect any signs of magic at play Cast Detect Magic. The aura of necromancy surrounding Tina is disturbing, though not unexpected. Tahni chooses not to share this information with Tina for the time being - the poor woman has been through enough, and needs to conserve her strength. She does however, inform the rest of the party of her discovery, and that unless stronger aid is found soon, another refugee may be lost.

Tahni will then try and identify the last unidentified item - the jewelled sceptre. She concentrates, and whilst she detects some magic, she is unable to identify the items powers Spellcraft check: 16 = fail.

Before settling in for camp again, Tahni will release two waves of healing across the group (Everyone should be healed for a total of 13hps - 10 from the healing waves, and 3hps from the previous nights rest. That should put everyone back to full health)

========================
Spells Currently in effect:
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Detect Magic, Create Water, Toro's Taur Try, Guidance
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 -- 20/15/16 -- CMD 13 -- HP 12/22  d20+8=15 ; d20+7=17 ;
Monday September 5th, 2011 8:57:14 PM

(Bluffing To Baenor)I bet you haven't heard of another SnapdragonMcFisticuff around these parts. My lineage is scattered thinly throughout the Wold. They really don't have a specific place where they are concentrated.

Sam quickly changes the subject (to the party)I am out of alchemist's fire. Although I traditionally avoid weapons, I think I might need a crossbow or other ranged weapon to help in a fight.

actions- bluff=15
knowledge=17 to look for components for alchemist's fires on the way.

Addison: I'm cool with you just paying 1/3 of the purchase cost via "random components in alchemist kit". Just subtract it from whatever gold you have amassed and you have a fire in your possession!

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28 
Monday September 5th, 2011 11:20:09 PM

Sam you might want to ask Mr. Goodbuttom he's a bit of a specialist when it come to crossbows. He might be able to set you up with something that fits you well.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Tuesday September 6th, 2011 4:21:25 PM

Checking in.

DM Addison  d20+1=8 ;
Tuesday September 6th, 2011 7:26:20 PM

During travel, Braugh asks Dende a question about combat, the youth responds, "Any overhand swing like that is meant to chop me right in half and probably has the momentum to do it. So I would side-step and place my shield at my torso in case he tries to follow his miss with an upward swipe. A maul... same thing eh? Here's a question for you: If an aboleth has your rogue dominated and you have no earthy clue as to where he went... what do you do?"

Meanwhile, Sam tells Baenor a quick snippet of his familie's 'story', to which Baenor just nods (sense motive = 8. fail)

Upon hearing the concern for more weapons, Mr. GoodButtom tosses Sam a heavy crossbow that has been modified with a scope on it (Masterwork heavy x-bow.). He says, "You could probably make better use of it than I. I truly hope it doesn't come to any more combat." Other than that, you do note that the shortbows used by the goblins have not been claimed.

Tahni inspects the jeweled scepter and locates a little dial on the underside of the handle that can be rotated. You rotate the dial and then have an idea... you speak into the Scepter.
Low and behold, your voice is magnified almost double! You turn the dial a bit more and speak again, its even louder.
This appears to be some sort of... megaphone?

And you're walking... and you're walking...

Another day of marching through dark, depressing tunnel. Many,many sidepassages break off from the main. As you approach several of them, you hear quick scuffling, as if your lights scare life forms away.

Please roll some survival checks to avoid getting lost in this labyrinth of Forlorn Mountain.
If that fails... then get creative. Fail too many and you will come across bad things.

(Don't worry, I'm not just stalling, this is important too)



Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya  d20+5=25 ; d20+10=12 ; d20+4=20 ;
Tuesday September 6th, 2011 11:00:31 PM

Tahni appears quite calm and comfortable in these caves. Perhaps drawing strength from her ancestors, or perhaps that the group has had a moment to relax and calm down, she is now able to focus. (Survival: 25 - Nat 20. Knowledge (Dungeoneering): 20. Perception: 12)

As time allows, she spends more time talking with Tina - hoping to keep her mood positive and distract her from their current situation "So... have you started thinking about your wedding? I can just picture you in a stunning gown. What sort of flowers do you think you'll have?"

========================
Spells Currently in effect:
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Detect Magic, Create Water, Toro's Taur Try, Guidance
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 16 -- HP 28/28  d20+1=15 ; d20+8=14 ; d20+7=12 ; d20+9=29 ;
Wednesday September 7th, 2011 10:39:02 AM

Devlin uses his knowledge of caves and tunnels to assist Tahni in finding the most practical route out of the Mountain. Between the two of them and a song Sam remembers about how many of the tunnels travel in this mountain range they set a course for the group. I think we have the right way. I will scout ahead and check back with the group from time to time. Sam do you want to join me at the front and I can show you how to use that crossbow? Once the group is ready Devlin takes the lead and cannot be seen or heard after traveling only a few feet away.

Aid another survival = 15 (success)
Aid another dungeoneering = 14 (success)
Perception = 12
Stealth = 29(nat 20)

OOC: With the aid and Sam's song that brings our survival check to 29, Tahni maybe you cast guidance on yourself to bring us to an even 30?

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20=20 ; d20=20 ;
Wednesday September 7th, 2011 12:04:56 PM

Bruagh feels at ease in the caverns of Forlorn Mountain, much as Tahni. He feels focused, refreshed, and for the first time in as long as he can remember, not weary.

"An aboleth you say... that's when you call Tahni, she can fix everything," he jokes with Dende keeping the mood light.

As the others pause to decide which way to go at an intersection, Bruagh continues, "We go this way, I can feel it."

Survival: 20 (Natural 20)
Knowledge Dungeoneering: 21 (Natural 20)

Second time I've rolled two 20's in a post and none of them were for combat.

Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya 
Wednesday September 7th, 2011 6:53:24 PM

OOC: And for good measure, how about I cast Toro's Taur Try to give an extra +2 to Survival for Tahni. With Devlin and Sam's aid, that takes it up to 31.

Huh, Tahni, Devlin & Bruagh all rolled Nat20s :)


Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28 
Wednesday September 7th, 2011 8:35:34 PM

OOC: Just means we wont be getting any 20s in combat.

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20=13 ;
Wednesday September 7th, 2011 9:23:32 PM

Thanks for the crossbow. I will do my best to help the group with it. I'll need some bolts to fire with it.

aid survival=13 (success)

Boomy HP 16/20 AC 17/17/16  d20+9=24 ; d20+9=16 ; d20+9=11 ; d20+9=13 ; d20+4=20 ; d20+4=17 ; d20+4=14 ; d20+4=12 ;
Wednesday September 7th, 2011 10:38:37 PM

Boomy remains silent as the group makes its way through the tunnel. Somehow he cannot shake the feeling that something is watching them and that danger lies around every turn and that every shadow conceals a trap

perception, look for traps = 24
perception, general / look for enemies =16, 11, 13
Survival = 20, 17, 14, 12

DM Addison 
Thursday September 8th, 2011 2:36:54 AM

The group traverses the labyrinth...

Tahni speaks of Ms. Cloverdale's wedding, to which she replies, "Ms. Wyrmrider. If I were to see Guy again, I wouldn't need a dress or flowers or a ceremony. I would hold him and never let go."

Then she looks at you and blushes a bit (the first color to arrive at her cheeks in a while, "My apologies, you were making friendly banter. I appreciate it so much... It's just, when I think of poor Guy, lost his arm, if only he knew... no its better he not know what has happened... not yet..." tears well up in her eyes, but she blinks them away and sighs.

Dende mumbles something at Braugh's attempt to lighten the mood, sounded kinda like "Well, it would be a good idea to think of these things."

It is as if the heart of the mountain itself guides your feet in the right direction. The slightest rumble doesn't escape your notice and the path turns up, up, and up!

With Devlin at the lead, he's the first one who notices it: Daylight

After days of traveling with no sign of the surface, you see a beam of light about 20 feet above you. It might take a grappling hook and popping out of the surface like a mole, but you can definitely climb up it and exit to the surface. It may be a bit harder to get the younglings and teh elderly up though.

Climb checks and rope fun!

Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya  d20+3=19 ;
Thursday September 8th, 2011 2:59:18 AM

The fresh-air and daylight is indeed a welcome sight. Living underground isn't so bad, but the thought of finding civilisation lifts Tahni's spirits. She sets to work building a makeshift seat with some rope and wood to help lift the young, the elderly, the injured and the clumsy-climbers. She is confidant she fits into the last category. (Craft check to make a seat: 19 + 1 (guidance) = 20)

"If one or more people can get to the top, we can then pull the remainder up" she then adds "I'd better stay down here in case anyone falls and is injured" Climbing has never been Tahni's strong suit, and she starts to brace herself for the fact that she's going to have to climb out of here one way or another.

========================
Spells Currently in effect:
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Detect Magic, Create Water, Toro's Taur Try, Guidance
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 17/21 -- HP 45/45  d20=19 ; d20=16 ; d20=17
Thursday September 8th, 2011 8:49:04 AM

Bruagh takes a deep breath and enjoys the first breath of fresh air he has taken in... days? He then takes his 50ft of hemp rope and the attached grappling hook out of his bag. Swinging it around a few times lofts it up, hoping to find a sturdy purchase in the stone. He'll give it a few tugs, then put all of his weight on it, testing it, before actually trying to climb.

"Give me a second to see what is up there before trying to follow me up. Don't want to pop up in a den of Stone Giants."

Climb: 16 (19 + 1 Dex, -4 ACP)
Use Rope: 17 to secure the grappling hook.
Perception: 17 to scan for any threats above ground.


Sam -- 20/15/16 -- CMD 13 -- HP 12/22 
Thursday September 8th, 2011 10:06:36 AM

If you see a threat while up there, let me know Bruagh. I can dull their senses (lullaby spell) and put them to sleep if needed.

Sam turns to Tahni. If you or any others need help up the rope, I will be glad to give a few words of encouragement (bardic performance).

ooc-I just realized that one of Sam's performances not only helps vs fear, but also gives combat bonuses, I will use that from time to time, but still feel free to steal the ability to boost your skills. I'd rather you waste it and roll high, over not using it and failing.

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+7=19 ;
Thursday September 8th, 2011 12:59:21 PM

Devlin lets the others make preparations for the assent. He keeps his weapons ready and covers Braugh. His fingers twitch on the trigger ready for anything. Go ahead and make the climb lad. If you run into any trouble I will shoot em down. His eyes constantly scan the area, muscles tense he prepares to act.

Perception = 19
Ready to fire on anything that attacks Braugh

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20-1=17 ;
Thursday September 8th, 2011 1:22:14 PM

Climb check=17 (so lucky) when Braugh gives the signal to climb up.

Boomy HP 16/20 AC 17/17/16  d20+7=26 ; d20+9=10 ;
Thursday September 8th, 2011 7:07:42 PM

If the tunnel is wide enough, Boomy will climb up with Braugh and check for danger. If not, he will wait his turn and then assist in pulling the others up.

Climb Check = 26
Perception = 10

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