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Fel prods his companions ahead using the 10 foot pole. He follows. Soon the whole group is poised for action at the top of the narrower steps heading north on the western side of the map that Sumac is making Fel make.
As the lead members of the party begin their descent, the close air is tense and the sense of forboding is palpable. Someone's raspy breath and the scuffle of boots on the rough-hewn steps sound loud to the bard's sensitive ears.
The air is cool and the perspiration from the recent combat gives everyone a bit of a chill as it evaporates.

Dungeon Master S |

We forgot the fact that Fel was blinded in that fight. Dagnud reassured him that his vision would return in about an hour, at which point he read the Kelish words. If anyone had any timed effects that lasted less than one hour, they are now expended.
If you wish to explore another part of the dungeon, you'll need to move your "minis"

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Me too. I'm behind Sumac on Grip.

Dungeon Master S |

The western stairwell ends in a rather clean avalanche. The hallway at the top of the stairs is loaded with hewn stone, as if a structure above fell through intact. There is a hastily scribbled note hammered into the cave in written in Taldane. To be cleared after. It bears the sigil of the open road, the Pathfinder emblem.
The door to the north looks unremarkable, the same ironbound wooden doors you've seen thus far.

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Fel "aids another" by whispering everything he hears into Sumac's other in a running commentary.
1d20 + 2 ⇒ (18) + 2 = 20

Dungeon Master S |

You can't aid that roll. Sorry guys, i thought I posted the results.
The iron bound door is unremarkable, and whatever is on the other side is as quiet as a tomb.

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Fel "aids another" by whispering everything he hears into Sumac's other in a running commentary.
1d20+2
Thanks, that was very helpful... The halfling says with a touch of sarcasm.
I cant hear anything. Get your killing implements ready and I will open the door.
The halfling readies to open the door as soon as he gets a signal from anyone.

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Fel readies his 10 foot pole and stands back. Way back.

Dungeon Master S |

The room is large, but mostly empty. Barrels and crates line the north with a single egress to the East.

Dungeon Master S |

Neither of you find anything of note amongst the rotten food and stagnant water.

Dungeon Master S |

This large room was once two, but the wall between them has been partially torn down,and the flickering light of candles spills onto the floor in this room. There is a door to the East. (See map)

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*whispered* Candlelight?! Some'n is still here, eh??
Hack sneaks forward slowly--but if someone stops him to go ahead in a more sneaky-like fashion, he won't object . . .

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Fel pokes Harnac with the 10 foot pole, indicating he should 'sneak faster'

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*whispered* Candlelight?! Some'n is still here, eh??
Hack sneaks forward slowly--but if someone stops him to go ahead in a more sneaky-like fashion, he won't object . . .
The halfling stops and looks at the others. They really dont have a thief in the party. The halfling probably due to his small size and wieght (relatively speaking he was a pretty big halfling, 4 inches over 3 feet!), could move with some stealth. Sumac looked at Fel. What do you think Fel? Ill give it a go unless you feel you have a knack for sneaking about. The halfling whispers to the bard.

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Fel disengaged the 10 foot pole and now pokes Sumac in a desperate bid to prod someone to action.

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Chud whispers My friend Slinky can be quite stealthy. I can send him ahead. Our link is strong, but its language is rather...ambiguous. I will likely be unable to know the details of what he sees, but I will know whether he's alarmed by the presence of a fiendish creature.
If the party is cool with using the centipede as a scout, Chudd sends him ahead
Chud bends over and places his outstretched fingers on the ground. Slinky reveals himself from inside the cuff of Chud's robe and climbs across his hand until his prickly legs find the ground. Chud whispers to the bug as a father would to a son embarking on a dangerous journey You be safe now.
Stealth: 1d20 + 20 ⇒ (13) + 20 = 33
Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Dungeon Master S |


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After a few brief moments, the little creature comes scurrying back. It runs up Chud's leg and and hides beneath Chud's garments.
Chud looks at his comrades gravely before speaking.
...Comrades, I shudder at the unimaginable terror that must lay ahead. Such fear is not induced without just cause in one as stout-hearted as Slinky.

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Hrrrmm, could be any manner of fierce beastie that causes yer faithful bug to scamper so--maybe a bird!! Or a garden snake!! Or a fish--maybe the rare an' uncommonly evil Kellish Spotted Lungfish! har har!!
Hack hefts his axe, eager for more action. He addresses the insect undr Chud's robes. Don't ye fret any of yer many feet, Slinky. Ol' Hack'll make sure yer safe, doncha know!!
He looks back to make sur ehis firends are coming, and slowly makes his way forward . . .

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And I looked, and behold a pale horse: and his name that sat on him was Harnac, and Fel followed with him.

Dungeon Master S |

You turn the corner to the north. This large room was once two, but the wall between them has been partially torn down, and the broken door now serves as a makeshift altar. The candles and strange statues that decorate it all face the dark alcove beyond the broken wall. A quartet of armed kobolds genuflect in front of the statue. Not given to stealth, your opportunity for ambush is lost. They are ready now.
Chud 1d20 ⇒ 20
Fel 1d20 ⇒ 14
Dagnud 1d20 + 4 ⇒ (12) + 4 = 16
Harnac 1d20 + 2 ⇒ (3) + 2 = 5
Sumac 1d20 + 3 ⇒ (4) + 3 = 7
Kobolds 1d20 + 1 ⇒ (11) + 1 = 12
GO!

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Fel commences chanting in a low voice, his words grant courage and confidence to each party member.
(+1 ATK/DMG for allies)
New initiative:
Fel ⇒ 14
Chud ⇒ 13.9
Dagnud ⇒ 13.6
Kobolds ⇒ 12
Sumac ⇒ 7
Harnac ⇒ 5

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Chud steps behind Harnac and glowers at the Kobold directly in front of the doorway while humming creepily. http://www.youtube.com/watch?v=RDN4awrpPQQ&feature=youtu.be#t=3m58s
Slumber Hex
Will Save DC: 16. Lasts 1 round if saved, 1 minute if not.

Dungeon Master S |

The kobold is certainly creeped out by the hex. WILL: 1d20 - 1 ⇒ (18) - 1 = 17 and heroically resists the curse! Only to still fall slumbering on the floor.

Dungeon Master S |

As the Southern kobold ponders why his friend would decide that NOW is a good time for a nap, he turns back in time to see the blade of an Inquisitor cleave his head in two.
A thin, wispy voice sounds from the darkness behind the statue. It speaks a short sentence in Draconic. (Speak up if you understand the language.) The remaining kobolds look up and advance fearlessly, even against these odds.
They both strike at Dagnud with short and crudely made spears:
Spear: 1d20 + 1 ⇒ (10) + 1 = 11
Spear: 1d20 + 1 ⇒ (2) + 1 = 3
Neither spear comes close to penetrating the dwarf's defenses.
Sumac! (or Adam posting for Sumac)

Dungeon Master S |


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OI'VE GOT THA SLEEPIN' ONE!!
I know I'm out of order, but I'm posting it anywa!!
ROUND 1
Hack is slow on the draw, but takes advantage of Chud's sleeping hex. The dwarf steps up to the fallen kobold, spits in his hands, rubs them together, and takes careful aim at the creature's neck . . .
Coup de grace damage: 3d10 + 9 ⇒ (8, 5, 1) + 9 = 23

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Round One
Sumac launches a sling stone at the far kobold. 1d20 + 5 ⇒ (2) + 5 = 7
Bullet 1d6 + 2 ⇒ (1) + 2 = 3
Get him Grip! I missed.
The big wolf charges forward to shred the kobold.
Attack 1d20 + 3 ⇒ (3) + 3 = 6
Bite damage 1d6 + 1 ⇒ (1) + 1 = 2
Wow that was shockingly crappy. Sorry for being useless...

Dungeon Master S |

Harnac's hit is so devastating that bits of kobold cover the room.
Every one include a perception check next turn.

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Round the Second
Fel drops the 10 foot pole with a clatter and draws a dagger from his boot. He continues chanting while he looks for an opening in the action. He adjusts his position in the room slightly.
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Whatever he sees on a successful check he will announce, unless it is a Kelish inscription saying "molten lava" or something. (i.e. you can skip the spoiler)

Dagnud |

Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Dagnud will turn and go after the next kobold. If he can get in a flanking position with a 5 foot step or other non aoo provoking move he'll do so (not sure where people are at this point).
Attack: 1d20 + 6 ⇒ (15) + 6 = 21 (+2 if flanking)
Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9

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After seeing the last Kobold murdalized ruthlessly by Harnac, Chud attempts to put another asleep.
Slumber Hex:
Will to Save: DC 16, effect lasts 1 round, Will negates.
I made a big mistake last time. I applied Sleep spell rules to the slumber hex inappropriately. The Kobold should have resisted the effect and the duration of the effect is a number of rounds equal to my level. My bad. Sorry guys.
Perception: 1d20 ⇒ 20

Dungeon Master S |

Since you guys didn't call out specific targets, I'll guess.
One of the remaining 2 kobolds looks helplessly at Chud WILL: 1d20 - 1 ⇒ (9) - 1 = 8. He slumps to the ground, snoring already. His lone ally is now scream-crying the way only a kobold can.
There is now a single sleeping kobold...