
Dain GM |

"Well - I can cast a spell that causes Light also," Brett says in a nonchalant way, even as Anuk-su sighs audibly at this.
"But - as I see it - the real trick be how we proceed, as it were... Fer example - do ye want tough and hard up front - or sly and sneaky?"
"If it were tough and hard - I'd put Mak Morn and maybe the new lad Dire up front. Then I'd put any with range weapons behind them direct - then any spellslingers in the middle - and round us up with some back-up... I'd give us about five feet between us - and with the stairs this wide ye can probably move forward two men at a time, as it were..." he adds.
"But then - that be the real trick - sly or fierce! Oh - that reminds me - Mak Morn - don't yer people got a way o' seeing in the dark tunnels anyhow? If we let ye advance forward first, light or nay - ye'd probably be better suited at fighting what enemy be coming, eh?" Brett asks.
"Och! Aye - then it be putting me on the bloody front line, laddy! That ain't no picnic, I'll have ye know," Mak Morn grumbles, but hefts his ax - his steel mail obvious on him - and his eyes eager for a fight.
"Of course," Brett adds - looking at the others "That were just a suggestion - if any other folk got a better plan - let me know... he adds, looking to the group.

Ariarh Kane |

Happily obliging Dire's request to cast light on the longer sword, she touches the blade and speaks the words of the light spell and the sword begins to glow like a torch.
In quiet voice, "You may be right about alerting whatever manner of creature is down below. I would just prefer we had a head start and a little time before anything attacked us."
Turning to Officer Wells, "We can make use of your torches, Officer Wells, and your dancing lights could prove a useful decoy."
And hearing Brett's question, she answers, "My preference is for sly and sneaky and I know that can be a bit hard for those in full plate mail. I just think we should get to the bottom of the stairs as covertly as possible and then if fierce is required, we can go all in."
"I would prefer someone with real fighting skill to lead the group down, I can follow in second with Dior after me and I ask that we place Anuk-su somewhere in the middle so she can be protected from front and back."

Erdane Winthrope |

"If Mak Morn can see in the dark, let em take point. I'll follow behind. Rest of you all come after and we'll take the brunt of it if it comes to that. If it looks like the place down there is crawling with nasties, we'll fight our way back up the stairs. If we don't come back give my love to Moira."
Dire looks at the fellow named Mak Morn, "Ready?"

Erdane Winthrope |

Me and Mak. Let's do this. Dire nods and heads down the stairs.
He will be looking mostly to see if the stairs are unstable or about to give way, while giving a little of his attention to the hallway below.
Perception +8 1d20 + 8 ⇒ (15) + 8 = 23
Stealth +3 after armor penalty 1d20 + 3 ⇒ (7) + 3 = 10
[

Arsinian Wells |

"I'd honestly have suggested a sly approach at first, walking hidden swords with Light cast on them in case of danger, to protect Councilwoman Kane, but..." Arsinian says with a shrug as Dire and Mak Morn head into the tunnel. He has his dancing lights follow along to provide light to him, and readies his bow as he follows the Dire Dwarf.
"Well, pardon me ma'am..." he says to Ariarh, slippping in in front of her, voice trailing off mumbling something about General, and tanning his hide of something bad happens.
silently scoffing if mak-morn attempts stealth
1d20 + 4 ⇒ (19) + 4 = 23

Ariarh Kane |

And Kae asked me to keep an eye on Arsinian so he does not get killed on this expedition and the man's moved up ahead! Kae's going to have a few words with me if I can't keep his man safe. I want stealth as well! "Thank you for your concern, Officer Wells. Please know I am not entirely without skill. I believe we established the need for sly and sneaky, well I did mention it earlier."
"Dire, Mak Morn, quiet as you can please. And be mindful of what may be down there", she says in a harsh whisper.

Ariarh Kane |

She cocks her head to one side and wonders how the man can be so ... so unperturbed with going down a dark tunnel and possibly walking right into danger ...
"If only, Dire." She shakes her head, part in frustration and part in amusement. "Now pay attention before you. Trust me, you do not want any of the fell creatures of this swampland to catch you unawares. The ones we have encountered to date have been pretty fierce, determined and deadly." She gives him an intense stare to accentuate her point. I have to keep all of them safe -- They have come down here on my orders. Such a responsibility ...

Arsinian Wells |

Dire grins, Unicorns and Bog fairies?
Arsinian pauses a moment, confused and concerned, and questions the man's sanity, and his companion's prudence...
"Honsetly, whatever's down there is going to hear Mak-Morn coming, and can likely see in the dark. We won't have the element of surprise if we have any show of force, so we may as well bring the force, and try to hide its level best as we can, so they expect one clanking dwarf, and get filled with arrows and attacked wiht magic when they've prepared for an ax and hammer..." he says with a shrug, ready to fire, floating his lights along...

Ariarh Kane |

She draws her dagger at the ready.
"I have faith in you, Dire. We need to get down these stairs in one piece and find out what's hiding in here. We do not want to be stuck inside this place or the swamp after dark. I did not mean to rebuke you so harshly. We just need to get this job done and I get rather fixated when I have such responsibility."

Dain GM |

The party descends for some time – perhaps a ten minutes hour. It is hard to guess how long – for though the stairs have moved down gradually –you have reached a flat area and (you’d guess – according to Mak Morn) you roughly 200 feet beneath the earth.
All the while the stairs have maintained a roughly circling arc – nothing out of the ordinary, nor unusual – other then a long walk in the dark.
Eventually you reach a bottom to these stairs – and they are now moving into a wider and open area – the ground is now level here – and it stretches out before you – the light vanishing in what you believe to be a wide room. However – upon exiting the mouth of the stairs, with nothing to do but advance – you do so.
At Mak Morn’s suggestion you start moving to the right – the simple idea is that if you get turned around or lost, you can simply turn around and move yourself back to where you started – on the right instead.
However – even as he suggests this you are now first free to examine the bottom of this area – for now, you hear nothing mysterious, except for the sound of running water – but you cannot place it – the echoes make it far to difficult to discover – for now…
What is your next move?

Dain GM |

You believe that the ceiling here goes up and down - though exact height - you are not sure - for now you ARE sure that the height of the place is well over seventy feet - but it seems to be broken up - some places lower; some places higher - it depends on where you are...
The cave floor seems relatively flat, but there are alcoves and such - here and there - as for the running water? You believe it is coming in front of you - but, as you have wandered in a spiral staircase for nearly 20 stories - you are not certain what direction you are currently facing - (Knowledge: Dungeoneering would help in that respect).
You are also clear that the room is very large - you cannot see the left and right side of where you are - it stretches into a large cavern.
The dancing lights have seemed to cause notice of something - or at least - as they rose higher - you have heard noises in the dark that sound like hissing - like a large serpent - but perhaps it is just the wind?
Dior is able to fly - should he wish - and Brett has cast light on his sword - which is out.

Ariarh Kane |

Knowledge, Dungeoneering: 1d20 + 3 ⇒ (18) + 3 = 21
"Looks like the place is about seventy feet tall. Although, there are sections where the ceiling is broken and lower. I can see a few alcoves but as yet I haven't figured out where the water is coming from. I'm still working on it. This is a large cavern", she says to anyone who is within listening distance as she is speaking softly.

Ariarh Kane |

Softly and cautiously, "Arsinian, did you hear that sound? It was a hissing that came as your dancing lights rose higher. Can you keep them down low? I don't think we're alone down here." She keeps listening to see if she can discern the sound and what manner of creature could issue such, especially so deep underground.
Knowledge, Nature: 1d20 + 10 ⇒ (13) + 10 = 23
"Dior, can you fly and see if you can find the source of that hissing? But be careful. Don't get too close. Screech if there is trouble."
Dior's perception: 1d20 + 12 ⇒ (10) + 12 = 22

Dain GM |

Dior flies off – but when he is away from the range of the light –he is sore pressed to see anything. As for flying? He does not attempt to do so – if he advances in flight he is moving very quickly, and he could run out of space very quickly here…
As for the possibility of a creature? There are far too many variables – a hiss could be anything – including an expulsion of air, to a flutter of bats wings – to something more disturbing – what that is, you don’t know.
The echoes are – also – making things more difficult. Dior has some ability to see in darkness – but not enough to make much difference when moving at full movement speed. Needless to say – Dior is gone for some time – and he has not come back yet…

Erdane Winthrope |

Dire watches carefully in the direction where Arsinian shot his light enchanted arrow.
Perception +8 1d20 + 8 ⇒ (13) + 8 = 21
Speaking in a low tone, "Not sure. I think I heard hissing but between the echoes, us and the running water it's hard to tell. I'm head that way if you all watch my back. "
Without waiting, Dire makes his way slowly towards the direction that the griffon flew and the lighted arrow
Assuming that they are both in the general same direction.

Arsinian Wells |

there's no light arrow. He's got an arrow drawn, and is directing his dancing lights around the room.
So the lights can move 100 ft, so 100 ft along the wall to the right, then around in an arc flying left, keeping 100 ft away from arsinian, all the way around till it hits the wall on the right side, then back, lighting up the area missed in the middle of the cavern?
and they would stay within range to shed most of their light on the ground, hovering maybe 10 feet up as thye light the area within 100 ft of Arsinian, flying pretty fast, (100ft/round)
perception: 1d20 + 4 ⇒ (8) + 4 = 12

Dain GM |
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Arairh – your knowledge of the underground is fairly limited – mostly stories and academia – even still, you have enough of this information to formulate a few thoughts…
1. If you, in fact, traveled 200 feet down – and there is – at least – 70 feet of open space above you, possibly more – then this suggests a rather heavy rock ceiling, which would be very useful to holding up the weight of entire lake.
2. If the cavern is natural – not manmade (or made by other creatures) – then it seems likely that the ceiling cannot be too high – or higher then the 70 feet – because, if it was – then what you’d run into is an issue of having the weight of the lake potentially collapsing the cave.
3. You see enough of the stone work to realize that the rock is universal – none of it is brought in from the outside, like hewn brick. However – it is very unusual to you, inasmuch that it is not your ordinary type of rock you’d see by water (i.e. limestone) – this type of rock conforms nearly to the same rock as the cliff walls outside where the fortress is made of. This seems odd – those type of cliff walls are usually made from a composite of thousands of years of pressure on things like clay and mud near vegetation, being weathered and pressured into rock. This makes sense for the cliffs – but it is not sensible to see this brown, firm – heavy type of rock beneath the caves.
4. Clearly the caves and the cliffs share a similarity in geological make-up which is inconsistent with typical underground rock.
You find that last detail - especially - very odd, from a geological perspective...

Dain GM |
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Knowledge: Nature –
There are many things that could have caused a hiss – from escaped steam or vapors – to animals moving in the darkness – to a diversion of water in the caves. You are not sure on this point, though.
You are sure that the hiss seemed more natural then bestial – you believe it was a direct result of some form of escaped gases. This would imply – naturally – that the underground gases would have had to be disturbed somehow by movement. Yet – Dior did nothing you are aware of to arouse such suspicion.

Dain GM |

Oh, my mistake. Either way he'll head towards where Dior went glowing sword in front of him.
Wandering about a hundred feet away from the group you notice the room feels very hot - extremely hot - but you chalk it up to the massive amount of humidity in the cavern. It is dark, damp and wet.
You hear a sudden echo of a large hiss - and vent of hot steam spurts out of a crack in the ground not far from you.
Naturally - you wander over to explore it.
The crack and venting in the rock seem to be like a natural fissure - and you suspect that the noise of water (which is far louder at this time - you'd guess less then 100 feet from you, perhaps) is what is venting. Still - that would imply that something deep below the earth is hot enough to cause such steam.
As for what that is - you don't know at this time...
You believe that - by now - you are only about 200-300 feet from your companions - but of course, it is rather difficult to tell at this time. Certainly, though - you are alone.
Or at least - so you assume...
But of course; you don't see anything at this time to cause you to doubt that...

Erdane Winthrope |

No sign of the griffon? If not, he'll look around to see where else to go from here.
Dire will wander back to the rest of the group and if he gets back will tell them what he sees, "Some sort of crack in the ground releasing steam up ahead bout 200 feet up from us. Gets kind of hot and steamy up there. I didn't see anything that wanted to take a bite out of us though. Even still, probably need to keep a sharp eye on our footing, a drop in scalding hot water won't make for anyone having a good day. If you all want to follow me, I'll take point.

Dain GM |

No sign of the griffon? If not, he'll look around to see where else to go from here.
Dire will wander back to the rest of the group and if he gets back will tell them what he sees, "Some sort of crack in the ground releasing steam up ahead bout 200 feet up from us. Gets kind of hot and steamy up there. I didn't see anything that wanted to take a bite out of us though. Even still, probably need to keep a sharp eye on our footing, a drop in scalding hot water won't make for anyone having a good day. If you all want to follow me, I'll take point.
Actually - no you won't - but I need to explain why - will do that when I get back from work - for now - you certainly don't go back to the group though.
Sorry - on the way out the door...
more to come tonight, though

Dain GM |

As you approach the vents of steam you feel a sense of nausea and dread. Something dark and horrible feels your body – though you cannot place it. Your skin breaks out into a cold sweat, and your eyes widen at the presence of your magically lit blade – the light flickers somewhat – and it seems to dim…
Even so, you do your best to remain steadfast! In the approaching gloom you notice your blade’s radius of light seems to reduce its size – barely half of what it did before. You wet your lips – and peer about you; after all, you advanced forward for answers – perhaps you will find more, if you are bold?
Therefore –
Roll a “Perception Check” – then, a “Willpower” check (any bonus vs. "Fear" may be useful). At which point you will know more – or less – depending on your luck, your fate – and the dice… Mwuah, ha, ha, ha!
Yes - my ominousity knows no bounds!

Erdane Winthrope |

Perception +8 1d20 + 8 ⇒ (11) + 8 = 19
Will save +4 base +1 cloak +1 bravery +2 Iron Will +1 mind affecting = +9 1d20 + 9 ⇒ (7) + 9 = 16
Dire looks around, steeling himself against whatever may be out there. He peers into the gloom ready to strike anything that looks hostile.
If the sword light fails, he'll pull out a sunrod, strike it, and drop it to the ground to alert the rest

Dain GM |
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Depending on the order – it will make a difference – the following happens…
1. Your light does not “go out” – it merely dims – or fades significantly. The radius of the light is now considerably smaller.
2. Your Willpower save was not successful – you are now filled with fear; though it does not cause you to cower – you certainly feel a dark sense of dread upon you.
3. You most likely will light your sunrod – as it seems like a good gambit at this time – via the light of the spell fading – though not formally going out, just dimming.
4. In the fumbling darkness – now brightened with your sunrod – you are able to look at the rock around you. Something about it seems odd – a bit mysterious – though you are no expert on the matter.
Ariarh had suggested that the rock here seems inconsistent with rock that would be found deep underground – and looks more like the cliff walls you had seen the fortress carved from (that rock looks almost like sandstone). However – though this is true with the rock you are currently kneeling on, as you lean forward to see the steam vent from the cracks – you observe something odd… there are strange, almost imperceptible flakes of tiny black rock scattered throughout the tan, brownish, sandstone-like rock. These black flecks would almost remind you of obsidian – except that they almost seem to suck on the light from both your sword, and the sunrod – as if they are drawing the light into itself…
Your sense of fear grows – you cannot place it – your logical mind telling you the source of such fear is nonsense – but there is something quite unwholesome, and unsettling about these flakes of black rock... something that logic cannot assay.

Arsinian Wells |

Seeing Dire's fearful reaction to the situation, Arsinain takes matters into his hands and orders the company forward! "Lets go." he says in a cmmanding voice.
Using one round of his bardic performance for his Rally-Cry ability so he uses an intimidate check in place of an Ally's will-save Vs Fear/Despare. so this round, Allys can use his intimidate check instead of their own Will-save to overcome any fear-effects
1d20 + 7 ⇒ (20) + 7 = 27
This check can be used to overcome the fear effect instead of will-saves.
"Pull yourself together you damn coward, and MOVE!" he tells the shaken Dire. Then to the rest of the campany he says "There's nothing here worth getting frightened over like a bunch on childish ninny's in a playground" At that point he's moved up to where Dire is, bow drawn, Dancing lights coming along, His commanding presence dragging the others along as well.
That's assuming a 27 beats the DC of the fear effect plaguing the company. Everyone should be within 30 feet of Arsinian, and all are able to use his intimidate check instead of a WIllSave to beat the fear effect. Srsly, if a nat 20 totaling a 27 don't beat the DC, lets all just go home =P

Erdane Winthrope |

Dire flashes with anger some of the fear gone, replaced instead with the stinging rebuke from the bard, he speaks in a slow measured tone, "You may be paying me to come with you but this doesn't give you the right to berate me. There is plenty here that is just ... wrong and unnatural"
He looks around the room now that Arsinian has approached with his magics somewhat bolstered by his approach and prepares to move forward.
That ought to snap him out of it. :D

Ka'etil Malas'rae |

Arsinian'll apologize later for being rude. It's an intimidate check, so i figure i'd make it fit the skill. And arsinian's partially based on the Drill-Sargent from Full Metal Jacket, so at least he didn't re-name Dire Private Pile =P lol... I hope it snaps Dire out of it, that's a third of the reason Arsinian's the bard that he is.

Dain GM |

Seeing Dire's fearful reaction to the situation, Arsinain takes matters into his hands and orders the company forward! "Lets go." he says in a cmmanding voice.
Using one round of his bardic performance for his Rally-Cry ability so he uses an intimidate check in place of an Ally's will-save Vs Fear/Despare. so this round, Allys can use his intimidate check instead of their own Will-save to overcome any fear-effects
1d20+7
This check can be used to overcome the fear effect instead of will-saves."Pull yourself together you damn coward, and MOVE!" he tells the shaken Dire. Then to the rest of the campany he says "There's nothing here worth getting frightened over like a bunch on childish ninny's in a playground" At that point he's moved up to where Dire is, bow drawn, Dancing lights coming along, His commanding presence dragging the others along as well.
That's assuming a 27 beats the DC of the fear effect plaguing the company. Everyone should be within 30 feet of Arsinian, and all are able to use his intimidate check instead of a WIllSave to beat the fear effect. Srsly, if a nat 20 totaling a 27 don't beat the DC, lets all just go home =P
Wait, wait - remember - he is still 300 feet from you - and his light has dimmed significantly. I will need you to make a Perception Roll to even find him in the dark! Not trying to be mean - but these rock flakes are very suspicious - someone with a knowledge of nature can tell you that - never mind what Anuk-su does - never mind what Brett and Ariarh might say; if they happen to be alerted of what is being noticed... But - more on that when I get home from work.
Also - where the heck is Dior? You haven't seem him in a bit... I wonder why...

Erdane Winthrope |

So Dire IS alone up here. With these creepy rocks. And all this darkness. Also, he has been looking around for any signs of that griffon.
Knowledge Nature +9 1d20 + 9 ⇒ (8) + 9 = 17
Dire squints at the rocks but even with the sunrod blazing on the ground, he can't quite make out what unnerves him so about them. He moves towards them to get a closer look. His swords ready to swing. This place has him on edge.