
Tricksi |

Aid another on whoever needs it.
Aid: 1d20 + 3 ⇒ (3) + 3 = 6
Meh

Eckowo |

"Stupid sword," Eckowo grumbles as he attempts another swing.
Falcata (Unproficient, bardsong, flanking, magic, aid another): 1d20 - 4 + 6 + 1 + 2 + 1 + 2 ⇒ (9) - 4 + 6 + 1 + 2 + 1 + 2 = 17Damage: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Gore (bardsong, flanking, secondary): 1d20 + 6 + 1 + 2 - 5 + 2 ⇒ (19) + 6 + 1 + 2 - 5 + 2 = 25Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Bite (bardsong, flanking, secondary): 1d20 + 6 + 1 + 2 - 5 ⇒ (1) + 6 + 1 + 2 - 5 = 5 Damage: 1d3 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Talons (bardsong, flanking, secondary): 1d20 + 6 + 1 + 2 - 5 ⇒ (16) + 6 + 1 + 2 - 5 = 20Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Terquem |
Day 3, 344/140 (Current Turn/Turn of the Clock, time 11:10 pm) Turn 1 of 6
Eckowo – 23
Tricksi – 20
Gargoyle – 19
Izabek – 12
Ixat – 9
Slugg – 7
Dasilane – 5
Round 7
In the tight confines of the end of the passageway, the party jostles in and out of position, as the gargoyle continues to mock them
Then Eckowo takes a firm grip on the stupid sword and swings down with all his might
The sword bites deep. The Gargoyle shouts in pain
Ow, hey that really hurt! Okay, okay, I give up. You guys win. You proved you can dish out a lot of pain even when you are taking some of your own. Let me go now and you can have the treasure in the room, and I’ll throw in the key to the secret door. How about it?
If the party accepts the offer they can stop fighting now. The Gargoyle flees. Each Character receives 300 experience points for defeating the Gargoyle, and another 300 experience points for the treasure, of 1,500 gold pieces. Also, I am changing the rules of this game slightly. Go to the discussion thread to read about the change
Eckowo – takes 11 damage
Gargoyle – takes 39 damage

Dasilane |

"Works for me. Peace out, rocky!" Dasilane then heals Eckowo.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Izabek |

Where is this secret door? Tell us then give us the key and never come back. Izabek states dryly.
Nice to have all this gold and somewhere to spend it now. Umm, I don't recall if we ever found any other gold however.

Terquem |
The party receives 76 experience points for remembering to ask for the location of the Secret Door
Oh, oh, right. Here let me write it down for you
The gargoyle rubs his injured arm as he takes a small pad of paper out from his pocket. Then he writes, using a pencil that fits neatly on the side of the pad
Castle Caldwell, Castle Keep Secret Door, number 2A
He tears of the slip of paper and hands it to Izabek

Tricksi |

"Hm...what?"
lol

Dasilane |

While everyone else peruses the paper, Dasilane heals Eckowo again.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Terquem |
Day 3, 344/140 (Current Turn/Turn of the Clock, time 11:10 pm) Turn 1 of 6
Taking out the Crude Map* the party has been making as they go along, and after a few arguments about what way is north and such things, the group of monsters back tracks all the way back to the entrance of the dungeon
it is a little over 1200 feet back to the entrance. Following your map (you are keeping a map, aren’t you?) it takes 1/6th the normal time to cover this distance. So instead of 10 minutes for every 60 feet, it is 10 minutes for 600 feet, and you make it out in 20 minutes. It takes all of turn 141 and 142 to get to the exit. That means there is one chance for a Wandering Monster Encounter just before you climb the stairs back into the city streets, but I'm going to skip it this time!
It is now Day 3, turn 143 (Current Turn/Turn of the Clock, time 11:30 pm) Turn 4 of 6
You are in the city!
*Your Map resembles the Dungeon Overview posted above

Dasilane |

No levelup for me, and I already have MW armor, so I should be good to go.

Tricksi |

Yes, more stabbing to do

Terquem |
Day 6, Turn 40 (the early monster catches the hero)
It had been planned that the monsters would take a night’s rest, and head back in the morning.
Yes, that was the plan.
But then there was the shopping, and then the visit from the Dungeon Minion, not the pretty one mind you, the less prettier one, and she was in a foul mood.
Seemed that there was some issue over rules violations, permit inconsistencies, and not to mention that Slugg and Eckowo had failed to complete forms 1628 and 1629 on their employment applications.
They tried to head back on the fifth day, and even that was a disaster.
A Dungeon Minion calling himself Floyd the Janitor would not allow the monsters back in because of some release of a toxic vapor that was causing a whole shutdown of level six, which seemed unimportant to the monsters as they had no intention of trying to get to level six, but Floyd just kept waving a folded piece of paper at Dasilane and angrily shaking his mop while refusing to let the monsters pass.
So after spending three nights at a bed and breakfast (a nice one, not too far to the southwest of the Dungeon, with a buffet style breakfast and small but nice rooms, the place is called “Four Roads Circle”) with all expenses paid on the account of It’Dupree, the monsters approached the entrance to the Dungeon early on the morning of the sixth day.
I am taking this opportunity to adjust the Day of your adventure so that you and the heroes are on the same day once again – good luck finding them
Eckowo leads the monsters down the stairs into the starting chamber area, before deciding which way to go
WME?: 1d6 ⇒ 3
The chamber is vacant, and only the usual clutter of broken bottles, pots, pans, and buckets, litter the floor and shelves along the walls

Tricksi |

"You lead, I'll follow, I've not explored"

Dasilane |

"I've missed out on the majority of this dungeon, as well, so I'll follow your lead."

Terquem |
Day 6, Turn 42
Eckowo leads the group to the right, through a small empty Chamber, and as he passes a door on the north he points out that beyond that door was where the first group he was in encountered some heroes, and it was a tough fight, but the monsters won, but then it turned out they were the wrong heroes
To the east, out of this Chamber is a long empty Passageway. The monster follow it, carefully updating their map as they go, and then they come to a stop fifteen feet in front of a good wooden Door that is in the center of the east wall, where this passageway ends. The Door does not appear to be trapped.
Eckowo and Ixat work together to force the door open, revealing a thirty foot by thirty foot room on the other side.
The room is empty, and there appear to be no exits.
Please Make Perception Checks

Izabek |

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
BTW I don't mind if you roll the preception check for me when you want it like that. Might save some time.
Well, they didn't come from in here... did they?

Dasilane |

Perception: 1d20 ⇒ 4
I don't mind GM-rolled Perception checks, either. That's one of the things I tend to roll for players in games I GM.

Tricksi |

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Terquem |
I have a choice of two different posts, you can pick the one you like
Day 6, Turn 42
1) Tricksi finds a secret door on the east way.
or
Day 6, Turn 42
2) Cautiously entering the room one after another, the monsters glance at each other and then at the walls. Even though it has become quite common for this little group to find the most uneventful of Rooms and Chambers, something tells them that this cannot be the end of this path.
Each of them takes a moment to scan the surrounding walls, poking with fingers, or daggers, looking for the subtle clues that might indicate that there is more here than meets the eye.
When they are nearly satisfied that this is just a dead end, Tricksi discovers a lose stone and twists it to the side, and a secret door opens in the east wall.

Terquem |
Day 6, Turn 42
When the secret door is opened a strange sight is seen. It is a long room, only thirty feet wide, but fifty feet long, and the entire room is littered with chairs of various styles and construction. The chairs are not stacked or arranged in any intelligent manner but appear to be strewn about the room haphazardly.
It is difficult to maneuver through the room, as you must walk through this collection of chairs, but it is not impossible.
At the far end of the room, on the opposite wall, is a simple wooden door.

Tricksi |

"Lets just hope it's not a colony of Mimics." Tricksi grins.

Terquem |
Day 6, Turn 43
Taking a moment to take in the perplexing room, the monsters all stand at the doorway, each peering in from where they can see, trying to make sense out of the clutter of chairs.
When Tricksi mentions the possibility of these chairs actually being dangerous, very dangerous, monsters themselves, there is a significant silence followed by the sound of each of the friends swallowing a lump in their throats.
Slugg peers into the darkness, staring hard for any clue that might give away the sinister disguise of a Mimic, but all he sees are simple chairs.

Tricksi |

"Knew I shoulda bought a chicken."
With no chickens or other small creatures to through into the room, Tricksi tries throwing a copper coin at one of the chairs, hard enough to illicit a response if it is more than it appears.
Attack: 1d20 + 7 ⇒ (7) + 7 = 14 (possibly -4 if you really want to give me an improvised weapon penalty).
Not rolling for damage, but if you think it's appropriate then remember I get sneak attack (potentially)

Izabek |

C'mon, let's go. Izabek will start to move toward the door at the other end of the room. Let's go, rogue. Perhaps the only danger here is the door.
Take 10 for 18 Perception if required for anything.

Tricksi |

Tricksi cautiously accompanies Izabek through the room, watching for danger.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8+8 vs traps

Terquem |
Day 6, Turn 43
Izabek creeps through the room, carefully moving around one chair and then another.
As Tricksi follows him, she is not convinced that all is as it seems. She peers intently at a chair as she passes by, then snaps her head around to glare at another. The chairs do not move, and Tricksi frowns, feeling her suspicions will not be confirmed.
Is the party going to try the Door on the East Wall of this room?

Tricksi |

Rogue Things - perception: 1d20 + 7 ⇒ (7) + 7 = 14 (+8 vs traps.)
Rogue Things - Disable: 1d20 + 11 ⇒ (18) + 11 = 29 either vs trap or lock if appropriate (if it's a trap, she'll warn the others to get back this time, with a grin).