the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

HP-4/15

Well, this is as good a place to die as any...

Step in front of the 3 inbound rats and make sure they can't rush through to Char and Maqej.

Attack the one gnawing at Dagnir:

DD: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
SMASH: 1d10 + 9 ⇒ (4) + 9 = 13

If you have any cool tricks left Maqej, now is the time!


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Color Spray on the 2 in front of Dolgrin.


Round 3:

Dolgrin kills the rat gnawing on Dagnir.

Char steps back behind Dolgrin and channels healing energy.
"Sarenrae help us!"
channel: 1d6 ⇒ 6

Dagnir struggles to her feet a second time.

Maqej color sprays the 3 inbound rats knocking 2 of them to the ground. There are a total of 4 rats unconscious on the ground.

will: 1d20 + 2 ⇒ (11) + 2 = 13
will: 1d20 + 2 ⇒ (2) + 2 = 4
will: 1d20 + 2 ⇒ (15) + 2 = 17

One rat comes on despite the color spray, tearing into Dagnir's side as she tries to rise.
rat: 1d20 + 4 ⇒ (13) + 4 = 17
dam: 2d4 + 2 ⇒ (4, 3) + 2 = 9

As Dagnir start to fall to the ground a third time, the wererat's arrow enters her left eye, grey matter and bits of skull explode out the back of her head. There is no doubt in any of your minds, she is dead. The wererat cackles insanely. "You see, you see, I told you she would die!"
wererat: 1d20 + 5 ⇒ (17) + 5 = 22
dam: 1d8 + 4 ⇒ (7) + 4 = 11

As if things were not bad enough...

Char: "Zombies! They've followed us, we need to flee!" She starts backing towards the passage that leads to your home.

A couple dozen zombies are coming down the passage from the lower Halls, you've got about 2 rounds before they are on your current position.

Wererat: Whistles to the rats "Come my pets, we've had enough fun for now, time to leave." Starts heading off in the opposite direction.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

10/15HP

How in the hells did they make it down that drop? I even took the rope with me! Maybe they all have flaming feather fall rings! STONE!

Char, Maqej-kill the rats that are down. I'll handle this little bastard here and then we need to leave!

Yelling at the retreating wererat, You're lucky these zombies showed up or we'd have put you down today you freak! I'll be looking for you!

Round 1
Death to Mr. Chompy
DD: 1d20 + 4 ⇒ (12) + 4 = 16
POW: 1d10 + 9 ⇒ (9) + 9 = 18

Char and Maqej should be able to CDG 1 rat each.

Round 2
Pick up Dagnir's corpse and her hammer and flee to the camp
Char and Maqej should be able to CDG the last 2 rats and get going in front of me leading the way.

http://www.d20pfsrd.com/races/core-races/dwarf
(Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Couple of CDG's and We're gone!


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

Round 1:

"Fly you fools! Leave the rats for the zombies, it will keep them occupied while we escape!"
Casts: obscuring most between the group and your enemies

Round 2:
Double move away.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

During first march to camp:

perception: 1d20 + 6 ⇒ (7) + 6 = 13
survival: 1d20 + 7 ⇒ (3) + 7 = 10

At first rest:

Strip down and evaluate Dagnir's gear.

Make a cairn for her body.

perception on watch: 1d20 + 6 ⇒ (16) + 6 = 22


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Run! Run like the wind!


Only item of note is the MW warhammer. There is also breastplate, axe, crossbow, 12 bolts. Char would like the crossbow and bolts to give her a ranged capability, if you don't object.

You build a rock cairn in short time.

Char uses her channel energy at end of day to put you back at full HP.

Thankfully no encounters that night, the zombies must have headed down one of the twelve other passages, if they had come your way you believe they would have made it this far by now since they don't sleep.

Perception and survival rolls to take you home.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

perception: 1d20 + 6 ⇒ (8) + 6 = 14
survival: 1d20 + 7 ⇒ (6) + 7 = 13


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

perception: 1d20 + 5 ⇒ (13) + 5 = 18
survival: 1d20 ⇒ 8


Maqej notices some blood stains on the cavern floor as you approach the your home. There are more blood stains as you climb up the entry way. Inside the main room there are eight partially eaten bodies strewn about, you also find six dead dire rats. The coal fire in the corner has gone out. You figure it has been at least a day or two since the battle occurred.

Party's action.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Seeting Dagnir's corpse down and as loud as he can muster through weary lungs, BEN? BEN! BEEEEEEN!

perception: 1d20 + 6 ⇒ (15) + 6 = 21

Do I recognize any of the bodies?

How long have the coals been out? Try and relight. Or maybe Maqej can magic it up?
survival: 1d20 + 7 ⇒ (16) + 7 = 23

Watch the way we came Maqej. NO surprises. Char, help me look for Ben and/or survivors.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

I shall keep watch.

perception: 1d20 + 5 ⇒ (5) + 5 = 10


You built a cairn for Dagnir when you stopped earlier so you don't have her corpse.

More coal would need to be added to the fireplace and lit to restart the fire, all the fuel has been consumed.

The bodies are of dwarves and humans, but are too badly mangled to recognize.

You hear something down the hall maybe from the room where you saw the conclave or maybe further down the hall where you know there was another living space, a space to grow plants, or the mine.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Dang it! How did I forget about the cairn, must be the drugs; what a shower bag...

Maqej, Char-I hear something down the hall towards where the conclave was maybe. Let's stick together and find out what it is. Stay behind me and Maqej eyes to the rear.

Move down the hall keeping my eyes out for coal and investigate the noise. Ben?~hopefully.

perception: 1d20 + 6 ⇒ (16) + 6 = 22


Dolgrin moves down the hall followed by Char and Maqej brings up the rear keeping an eye out behind him. As Dolgrin nears the door to the conclave a giant wererat growls and leaps out in front of him wielding a greatclub.

Dolgrin init: 1d20 + 4 ⇒ (18) + 4 = 22
wererat init: 1d20 + 3 ⇒ (3) + 3 = 6

Party's action.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Cast mage armor and keep an eye on the rear


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Is it Donos?

perception: 1d20 + 6 ⇒ (13) + 6 = 19

If it is non-leathal damage
DD: 1d20 + 4 ⇒ (19) + 4 = 23
git some!: 1d10 + 9 ⇒ (10) + 9 = 19

Ben! If this is your uncle, come out and talk some sense to him. Donos, it's Dolgrin; we are FRIENDS. I don't want to hurt you!


It does look a bit like Donos but its definitely in wererat form. Donos was already huge and strong this thing looks even bigger, stronger and deadlier!

It lands a crushing blow to Dolgrin's chest and he starts to go down but Char reaches out to touch him with healing powers and he just manages to keep his feet.

club: 1d20 + 6 ⇒ (19) + 6 = 25
dam: 1d10 + 8 ⇒ (8) + 8 = 16

Char: "Don't f+%+ around Dolgrin, take him down, that's not our companion!"
CLW: 1d8 + 2 ⇒ (5) + 2 = 7

*Not a big fan of non-lethal rules with most weapons. It also subjects you to -4 which you did not include. I am going to treat your attack as lethal.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

If I can, cast color spray on RatDonos only


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Tongs he packs a punch! You are right Char no more Mr. Nice Dwarf!

See any other creature about or just rat-Donos?

perception: 1d20 + 6 ⇒ (3) + 6 = 9

DD: 1d20 + 4 ⇒ (20) + 4 = 24
SMUSH!: 2d10 + 20 ⇒ (10, 8) + 20 = 38


Dolgrin smashes Donos but the great club remains in motion and even at its reduce velocity it clips Dolgrin's head and knocks him unconscious.

great club: 1d20 + 6 ⇒ (14) + 6 = 20
great club: 1d10 + 3 ⇒ (8) + 3 = 11

Char: channel: 3d6 ⇒ (2, 1, 3) = 6

Char's healing is barely enough to bring Dolgrin back to consciousness.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

no color spray?


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Unnnngh; I'm hitting the ground so much lately maybe I should switch to wearing padded armor instead...


Maqej: Hallway is relatively narrow (5 feet), you were behind both Dolgrin and Char. Dolgrin and Donos were moving about in melee. No clear shot for the color spray since its a cone, good chance you could have avoided Char, but high chance you would have hit Dolgrin. If it were a ray, you probably could have gotten a shot with only slight chance of hitting either Char or Dolgrin. So you still have the spell.

Char: "Dolgrin, get behind me for now."

Char enters the conclave room, as Dolgrin and Maqej follow her, you hear her sharp intake of breath.

"Sanrenrae have mercy."

On top of the table lays Vilmos or what's left of him. His torso looks more or less intact but the flesh on his arms and legs has been mostly chewed off, bone is clearly visible beneath tattered bits of skin and shredded muscle. Where his eyes once were only bloody sockets remain. Yet his chest rises and falls sporadically, somehow he still clings to life.

Vilmos manages to whisper: "Who?"


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

~grits his teeth at the sight~It's me Vilmos, it's Dolgrin. What happened here? Is there anything we can do to make you more...comfortable?

Look closely to see if Ben's body is in sight. What else is in the room?perception: 1d20 + 6 ⇒ (2) + 6 = 8

Check Vilmos over and review if a heal check would help at all. heal: 1d20 + 6 ⇒ (8) + 6 = 14

To Maqej-Make sure nothing jumps us from behind...


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

perception: 1d20 + 5 ⇒ (14) + 5 = 19

keep an eye to the rear...


Vilmos struggles to speak, he gasps out three words: "boy...taken...wererat..."
His message conveyed, the life goes out of him.

Maqej, 4 rats scamper through the doorway looking for a snack, they are at 20 feet and closing fast.

You are between the rats and everyone else. They are all about 10 feet further into the room than you.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Rats coming!!! Cast Color Spray of power dc17.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Do I have any clue about the incoming rats (assume my crap perception roll is still in effect)?

If yes:
Fall back Maqej and blast them with some of your magic juice on the way! Move action to get in front of Maqej and ready an attack action:

DD: 1d20 + 4 ⇒ (17) + 4 = 21
KA-PLOW!: 1d10 + 9 ⇒ (3) + 9 = 12

If no:
Wait for death from behind to get me.


What bumps your DC from 16 to 17?

will: 1d20 + 2 ⇒ (14) + 2 = 16
will: 1d20 + 2 ⇒ (6) + 2 = 8
will: 1d20 + 2 ⇒ (12) + 2 = 14
will: 1d20 + 2 ⇒ (17) + 2 = 19

Three rats go down and the fourth leaps at Maqej but crashes into the table stunning itself.
bite: 1d20 + 4 ⇒ (1) + 4 = 5

Party action.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Fire Affinity, through Ifrit.

Coup de friggin Grace baby!!


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Desna's fortune? :D

If my super rolls of awesomeness above don't apply:

Maqej CDG those sleepers; I'll try and wrap up table-rat!

Move action between ROUS and Maqej.
DD: 1d20 + 4 ⇒ (7) + 4 = 11

Stone!


You quickly dispatch the unconscious rats and Dolgrin even hits and kills the one that ran into the table. You search the rest of the compound finding more bodies and many more dead rats but no one living and little else of interest. You are able to get some coal from the stockpile near the mine and get the fire started again in the front room. As you sit by the fire and tally the losses, you can account for everyone except Kafferg, Ungol and Ben.

Welcome to level 2.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

No sign of the old man from Kortos?

Char, you feel free to share any more visions you might have. You seem to be riding a real hot streak. What do the two of you think we should do next? We have a bunch of extra gear that we should decide what do with as well.


The old man from Kortos is now a corpse in the conclave room.

Char: "We should see if we can find Ben though I am at a loss as to how to do that. It couldn't have been the wererat we have encountered, could it? Could he have doubled back here somehow when we were tracking the rats and then made it all the way to the large cavern where we fought? That seems a stretch, I don't think there was enough time. Maybe there are two or more working together? I don't know. Maybe you can check for tracks in the morning. As for the gear, take what we need, leave the rest. I have Dagnir's crossbow, what else is there that might be of use?"


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

11/25 HP

Unpacks a few things he's been carrying around, Hoped these would come in useful for someone, but looks like someone is either dead, not here, or already equipped.

Club
2 short swords
MW half plate
MW short sword
MW warhammer

I'm going to hold on to-silver holy symbol of Erastil, silver heavy flail, heavy wooden shield, 17 SP, 23 CP, gold bracelt (25GP).

Let's heal up as much as possible before we head out tomorrow. There don't appear to be any more 'safe' places for us now.

On watch:
perception: 1d20 + 7 ⇒ (17) + 7 = 24

Next day:
survival to find tracks: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6
DM Darkvision wrote:

The old man from Kortos is now a corpse in the conclave room.

Char: "We should see if we can find Ben though I am at a loss as to how to do that. It couldn't have been the wererat we have encountered, could it? Could he have doubled back here somehow when we were tracking the rats and then made it all the way to the large cavern where we fought? That seems a stretch, I don't think there was enough time. Maybe there are two or more working together? I don't know. Maybe you can check for tracks in the morning. As for the gear, take what we need, leave the rest. I have Dagnir's crossbow, what else is there that might be of use?"

Here's a sad thought Char: what if Kafferg or Ungol, or both, was a wererat? That might explain why the ROUS seemed to be able to penetrate this place's defenses with such ease. It would also explain why they aren't here amongst the corpses. I'd like to think that it was that orcish filth Ungol and not a fine Dwarf like Kafferg, but...I just don't know.


"I think that is possible Dolgrin but neither Kafferg or Ungol had any signs of sickness or fever that I saw. Though I suppose if they had been wererats for a while they might not exhibit those initial symptoms of the disease. Maybe they were able to fight there way out, maybe they were captured or maybe they were off on some sort of errand like we were. I wish Vilmos could have told us more."

For Dolgrin
clw: 1d8 + 2 ⇒ (6) + 2 = 8
channel energy: 1d6 ⇒ 4

"You ready to look for any sign of Ben? Do we have anything he may have possessed?"


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6
DM Darkvision wrote:

"I think that is possible Dolgrin but neither Kafferg or Ungol had any signs of sickness or fever that I saw. Though I suppose if they had been wererats for a while they might not exhibit those initial symptoms of the disease. Maybe they were able to fight there way out, maybe they were captured or maybe they were off on some sort of errand like we were. I wish Vilmos could have told us more."

For Dolgrin
[dice=clw]1d8+2
[dice=channel energy]1d6

"You ready to look for any sign of Ben? Do we have anything he may have possessed?"

HP full after healing and rest.

Poor Vilmos. That's a crap fate he met for being so fine a man; especially after surviving so much. I looked for tracks earlier (see roll above)?

I don't have anything of Ben's, but I do have his father's holy symbol of Erastil. Not sure if that will help you with anything.


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

Char takes the holy symbol, "Not sure this will help any but it might make me feel better. Anything else before we leave this place? Maqej, any ideas on finding Ben, you've been even more quiet than usual? I don't want to think about it but why would they take him instead of killing him like the rest?"


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Marking the holy symbol off my PC sheet.

The one rattie spoke about giving in to a 'change'. Maybe they think Ben is young enough to fully convert and make one of their own? They were clearly angling after him and his family before we ran into them. Heck, maybe they turned Donos and he ended up doing all this damage here. It's just impossible to make any sense of the trail signs here with all the chaos that happened.

Let's make our way back to the cave with all the passages that leads to the Halls. Maybe we can catch a sign of the rats and get a sense of where to follow them to? Anything is better than staying here; it's depressing. Maqej?


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

I'm thinking all my thoughts and I'm still not sure why they took Ben. Maybe his Dad was infected and that's why he deaded himself. Maybe Ben has some powers we don't know about and that's why the ratters want him. Either way, I think we go and try to free Ben and the others. Or off them if they're traitors. Give's us a place to start and something to do.
Everything else will work itself out. Hey, you two are my family now. heh heh, who woulda thought I'd have a dwarf father and a hobgobber mother. haha.


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

Finally had the opportunity to level up Char.

Char casts augury in regards to whether to heading towards the 12 passage cave will assist in finding Ben. The results are positive.

"I think that is a good idea Dolgrin. Let's head out."

Char looks around the complex and sighs, then heads down to the cavern.

"I knew this place was doomed from the start, but sometimes I wish I did not know such things."


Survival and perception checks for the start of the journey please.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

perception: 1d20 + 6 ⇒ (7) + 6 = 13
survival: 1d20 ⇒ 17


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

perception: 1d20 + 7 ⇒ (1) + 7 = 8
survival: 1d20 + 8 ⇒ (4) + 8 = 12


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

perception: 1d20 + 5 ⇒ (4) + 5 = 9
survival: 1d20 + 10 ⇒ (5) + 10 = 15


Maqej points to a track that clearly belongs to a small humanoid. Definitely could belong to Ben.

Char: "I feel like we are moving in the right direction."

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