Keil |
Keil raises an eyebrow at Raaz's appraisal of the tunnel, The tunnel Komm seeks, eh? Thinking for a moment the fetchling folds his arms, "I agree with the Tiefling, we should ensure the way is clear before reporting back."
Komm the "Grandfather" |
As the kobold shaman tries to decipher the funny language (which Raaz helpfully informs her the language is an archaic form of the common tongue) she mispronounces several key syllables of the first phrase. Quickly realizing her mistake, she attempts to compensate for the mistake and manages to activate the scroll...she thinks.
As the writing vanishes from the parchment her scaly hand begins glowing in a soft white halo which quickly starts to flare and sputter unnaturally, she hastily reaches to touch the goblin before the spell dissipates.
The glow passes from body to body...where it flashes briefly and then vanishes. Brok looks at his arms and sees the telltale signs of the pestilence still present in his bloodstream.
Malzii |
"Um...was just practice run," Malzii says after a moment of silence. "Now time for real thing!"
Remove Disease (Brok; DC 6): 1d20 + 3 ⇒ (18) + 3 = 21
"Much better! Now for rest of yous..."
Remove Disease (Raaz; DC 6): 1d20 + 3 ⇒ (8) + 3 = 11
Remove Disease (Keil; DC 6): 1d20 + 3 ⇒ (6) + 3 = 9
Remove Disease (Vargrenz; DC 6): 1d20 + 3 ⇒ (7) + 3 = 10
"There! All better!"
Komm the "Grandfather" |
Malzii manages to figure out the proper pronunciation of the scrolls fairly easily, as all of the scrolls seem to be copies of one another. She first drives the Pestilence from Brok...then Raaz, Keil, and finally Vargrenz.
Raaz flexes his arms and smiles upon seeing the normal dusky skin he was used to. "Well done Malzii. You have proved your value to me."
All characters have now been cured of the Pestilence.
Brok Nunnelnoggin |
"Thanks Malzii" Brok says.
"Now we go back and tell Devil Komm about passage to goat prince temple?"
Brok Nunnelnoggin |
Brok answers Arlok: "Raaz and Keil say explore passage, so we explore passage. Someday soon we go back to Mitchrod and spend some of money we find."
Brok leads off the scouting.
stealth: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
perception: 1d20 + 13 ⇒ (17) + 13 = 30 (+2 for traps)
Komm the "Grandfather" |
1d100 ⇒ 79
1d100 ⇒ 87
As you head on down the passage it soom becomes clear the passage continues onward past the environs of the Mouth of Doom. Clearly this must be the passage that leads to the Rappan Athuk dungeon proper.
As the passageway continues you find it is quite well-ventilated despite the distance underground. The passage continues in the southeasterly direction for miles easily. There are no doorways along the passage and nothing disturbs your travels, except for the occasional rat and bat that you disturb as you walk along. Soon your bodies grow weary and you realize it will be time to rest soon.
You have been traveling for about 7-8 miles or so and it is about 4:00 am now. Do you wish to press on or rest here?
Arlok "The Mighty" |
"Arlok tire, but Arlok think this tunnel Komm want us find. Arlok told Komm that Arlok come back when clear. Arlok think go to tunnel end. Arlok then rest. Arlok then go tell Komm that tunnel clear."
Brok Nunnelnoggin |
"Arlok wants to go on."
stealth: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
perception: 1d20 + 13 ⇒ (1) + 13 = 14 (+2 for traps)
Keil |
Keil yawns and scratches his nose, "We can push on some more, but fighting exhausted is foolish."
Stealth: 1d20 + 15 ⇒ (6) + 15 = 21
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Brok Nunnelnoggin |
"Just need to find goat prince temple, then we go home to Mitchrod and Brok buys hisself a sword that fits in his hand."
Keil |
I think we can push on for another couple miles.
After another mile or two, Keil stops. The fetchling scans the corridor for anything unbecoming then crouches low to rub his sore feet. "We should rest."
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Vargrenz |
Varg continues follow the others, expecting the roof to cave in on them or something. Unfortunately, his inherent knowledge of stonework tells him that this passage is far too well built for the collapse to happen.
Keil |
Keil volunteers to take the first watch. Anyone remember what the watch order was? Who was paired with whom?
Komm the "Grandfather" |
1d100 ⇒ 66
1d100 ⇒ 66
After pressing onward for another mile or so, you all start to hear your orc hirelings grumble about continuing here especially since they are the ones carrying all of your loot. Finally Keil signals for the party to stop and rest here.
Seeing no change in the tunnel and no ready place to camp out of the main pathway, you all settle as best you can along one side of the passage and set up your camp. At least you can only be approached by two directions...
OK I posted the Marching order under the Campaign tab.
Watch Rotation: 1st: Malzii and Raaz. 2nd: Brok and Arlok. 3rd: Vargrenz and Keil. Last: Grezzor and Praetor. Let me know if you wish to change this.
.
Also I will be heading out of town through Sunday to visit family. While I will be able to monitor this game, I probably will not be able to post until I return. You can use this time to do some further planning, do some RPing or just take a break, he he.
Brok Nunnelnoggin |
"Yeah, let's all wake up in time for the shadow to suck the life out of us all..." Brok chimes in.
Grezzor |
The goblin had sat down cross legged, perusing his spellbook, and pondering the choices ahead of him - "What would be the most effective tactic to deal with Shade, if it breaks loose?" - he speaks as much to himself as to the others.
Keil |
All the talk of what to do about the shadow has Keil feeling uncomfortable. His feet still aching, Keil narrows his yellow eyes in warning at the goblins,"The creature can hear you plotting." Muttering to himself the fetchling appears to curl up into the tatters of his blanket in an attempt to get a few more minutes of rest. Under the black covers Keil retrieves the polished mace he'd recovered from Yaza Mongro's corpse.
Keil has a +1 light mace but I think giving the +1 long sword to Arlok would be more effective.
Komm the "Grandfather" |
With all of you prepared to defend yourselves from your erstwhile undead ally should it break from Praetor's control, you all settle in for the 'evening'...
The passage is eerily quiet, only broken by the faint whistling sound of the wind along the various ventilation shafts that must lead to the surface and the faint noise of rats and other various critters skittering along the corridor. Nothing troubles your rest however.
Soon you all begin to stir here, feeling somewhat refreshed after the previous day's exertions.
Everyone gains 3 hp for resting here. Go ahead and prepare your spells as you want. Raaz will memorize the spells you suggested for him.
Praetor Grey |
"If Shade breaks free, hold your attacks until after I have attempted to regain control." Grey said calmly.
"Shade, move to here and do not move again until I tell you to."
Malzii |
Before settling in for the night, Malzii pads over to Arlok and Keil. "Here, let Malzii use healing mojo before bed; can do it again tomorrow too if need be!"
Healing Hex (Arlok): 1d8 + 3 ⇒ (5) + 3 = 8
Healing Hex (Keil): 1d8 + 3 ⇒ (2) + 3 = 5
That plus the HP we regain from sleeping should put everyone back to full in the morning.
********************************
When the time comes to rise once more Malzii moves off to the side of the group just a little and settles in for her daily meditations, Scoot sitting motionless on her head. After about an hour, the kobold blinks and looks up at the rest of the group.
"Ahhh...Malzii and Scoot ready to go," she smiles toothily.
2nd - Cure Moderate Wounds, Lesser Restoration
1st - Bless, Magic Weapon, Produce Flame
Orisons - Create Water, Daze (DC 13), Detect Magic, Guidance
Spirit Magic
1st - Unseen Servant
2nd - Spiritual Weapon
Ancestor's Council (5/5) remaining
Healing Hex Used On: Nobody! (Yet...)
Komm the "Grandfather" |
OK assuming you are going to wait on Shade here...
You all awake at the end of your rest period as you sense the sun beginning to set far above you upon the surface. Still this does not bother any of you. Heeding Praetor's warning you all prepare to face your undead minion should it manage to break free of his control.
As the appointed time approaches, you watch the undead closely for signs that it will break the control...after waiting for some time you manage to determine that Shade is your ally...at least for this day...
So, pressing onwards here?
Brok Nunnelnoggin |
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Hearing Arlok's declaration, Brok says "Someday I'm going to go back and spend my share of the loot, but apparently that day isn't today."
Brok leads off scouting the passage:
perception: 1d20 + 13 ⇒ (5) + 13 = 18 (+2 for traps)
stealth: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Keil |
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While the goblin stomps down the hall to draw out any intruders, (Just messing around :P ) Keil slips in behind ready to dispatch them.
Stealth: 1d20 + 15 ⇒ (19) + 15 = 34
Perception: 1d20 + 9 ⇒ (20) + 9 = 29 Oh yeah, on a roll! Now watch me roll ones on the next encounter.
Komm the "Grandfather" |
After continuing on the corridor for what seems an eternity but is actually only another mile or so, the monotony of the corridor is broken up here at this point. The northern wall is slathered over with a thick layer of what must once have been brightly-colored paint. The lurid colors are now faded, but the sign is still visible, showing a bat-winged succubus holding a sign that reads “The Last One Inn.” To the east, the corridor enters a T-junction, dividing into corridors leading one to the north and one to the south.
Peering into each branch the fetchling sees a small, foul-smelling alcove in the wall containing a two-seat privy to the north (#5) and what looks like a stable to the south. (#6) No horses are currently stabled here however.
Map updated.
Keil |
Motioning for the others to slow or stop - he can't be sure which hand signal was agreed upon and frankly doesn't actually care, Keil slinks off in the direction of the sweeter of the two odors (north). Hugging the corner, the shadowy man peers around the corner to see what lays beyond
Stealth: 1d20 + 15 ⇒ (6) + 15 = 21
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Brok Nunnelnoggin |
Brok tags along with Keil to check the north passage.
stealth: 1d20 + 14 ⇒ (11) + 14 = 25
perception: 1d20 + 13 ⇒ (13) + 13 = 26 (+2 for traps)
Komm the "Grandfather" |
Keil can definitely tell the foul odor is coming from the alcove containing the privy, though it does not seem to compose of human excrement...perhaps something else? The passageway opposite it heads off into the distance a short ways before angling to the left and continuing out of sight.
A door is mounted in the south wall, a handle on the side allows it to be pulled open easily.
Keil |
Keil rolls his eyes in disgust as the others fill the halls with their discussions. Could the group be getting sloppy? Spitting quietly on the door's hinges, the fetchling attempts to pull the door open a crack as quietly as he can to take a peek inside.
Stealth: 1d20 + 15 ⇒ (18) + 15 = 33
Komm the "Grandfather" |
The door opens smoothly upon greased hinges. This large room is clearly the common room of a tavern, for it contains two large wooden tables, chairs, and a bar for serving drinks. Behind the bar stands a large, roach-like creature the size of a short human being. On hearing the door open he turns his attention to the newcomers and waves a clawed pincer arm beckoning them to enter. A quick look around shows the room is otherwise empty.
Welcome to the Last One Inn! Come inside and make yourselves home!" It croaks in a guttural voice.