
GM Niles WotR |

Everyone rests and Seer Oppoli, a Hawk faced creature with some divine training, comes around and heals your wounds.
The next morning Lann arrives to show you the exit tunnels and Chief Sull accompanies him. The Chief makes a speech to the Tribe in your presence
Representatives of the World Above, I feel that the time is right for us, the First Ones to reclaim our place in the Above Ground. We remember our oaths and can strike a blow against the Demons. We would ally with those who fight the Enemy, I have no sons, but Lann will accompany you to the Above as our emissary. Speak with your leaders and when we have permission, we will rise up and attack the enemy together!
The tribe cheers and claps.
Sull then pulls the party aside and confides in them
The tunnels you will pass through hold a terrible secret, one I wish that you would not speak of again. Sull catches each of your gaze with his one good eye. Not all of the First Ones remember their oaths, there is a tribe of traitors that have allied with Above Worlders who bear the Sigul of the Bull's Head, an evil mark. These First Ones have succumbed to their more....bestial nature. Sull pauses and looks to Lann and then to the party. Defeat them and scatter their tribe, this will clear the way for us to rise above and help your Crusade. I will gather the other tribes who still remember and we will wait for your word Lann. Sull pulls a large bag out from behind a rock. Take this, it will aid you in your coming battles.
I'll wait a little bit before moving you along, you might have things to say to Chief Sull. If not, I'll move you along tomorrow, be ready for a fight.

Daenal, Paladin of Arshea |

I know I will one day return to find you all, and help you in battle. But if what you say is true about traitorous tribes, it might not yet be safe to return in force. Too many might mistake you for them. In any case, I swear to protect Lann until he has a chance to pass his message to the leaders of the crusade.
I am considering this a binding oath for Daenal.

Brighton Tongfinger |

Can I tell if the potions of lesser restoration will help Aravashnial?
"Chief Sull, are you sure these folk are traitors at heart? Is there any chance there could still be a glimmer of forge-light left in there souls?"

GM Niles WotR |

No only a regenerate spell or Heal will restore Aravashnial's eyes or Anevia's leg.
Chief Sull responds to Brighton's question with a sad smile Perhaps, but they have done horrible deeds, their path to the Light would be a long tunnel indeed.
With that final exchange Lann leads the party through the tunnels southeast of Neatholme.
After about 30 minutes of nearly silent travel the party enters an area that is 5' wide and seems to be carved out of pickaxes. Lann motions to extinguish the torch he had provided to the humans in the party and the entire area is shrouded in darkness.
Anevia whispers What is it? and Horgus says How am I supposed to see anything! I could be attacked at any moment!
Lann quiets both with a shushing sound that is almost a hiss We are very close to the traitors tunnels. Konny, please come with me. and Lann and Konny go on ahead of the main group and return a minute or two later.
They report back that up ahead around the next bend is a guard post of two Mongrelmen behind barricades, guarding a wooden door in the stone.
see current map in profile for more information and a visual cue

Belledonna |

Eyes narrowing as Anevia & Hogus complain, Belladonna edges to a point where she can clearly determine distance & close location of the guards. "Anyone have a good reason for me not to attempt to send them off to dreamland?" She whispers.

Victrix Bloodmane |

Victrix edges closer to Belledonna. Unlike Anevia & Horgus, she doesn't have a problem with the darkness.
"Ko te kaitiaki te hunga e rua ranei?" She asks, nodding back at Horgus & Anevia. She snickers a bit. "I don't see a reason yeh shouldn't try. But if it doesn't work, they'll know somethin's wrong an' loikely alert the rest of their people."

Daenal, Paladin of Arshea |

Daenal takes out hir glaive.
Well, if it dont work, I can get over the blockage. I would still rather stay non-violent

Konny Hammerhead |

"Lets get ready to charge them if it does not work. We would probably not be able to kill them without alerting the others anyway."

Brighton Tongfinger |

Brighton grips his warhammer and nods. He whispers to Aravashnial what is happening and urges him to be as quiet as possible.

Belledonna |

"Very well, if those of you who choose to advance wait until you hear this sylable, ::tone::, you should reach them just after the spell's effect." Belladonna replies before beginning her incantation.
Begin casting Sleep. It has a full-round casting time, so I'm guessing everyone will start their advance at the beginning of next round.
She is going to try & center the effect at the door so that it is least likely to effect our people while still catching them.

GM Niles WotR |

Belledonna approaches as stealthily Stealth: 1d20 + 1 ⇒ (7) + 1 = 8 as possible and begins casting her spell from 60' away The limit of her darkvision .
Will Save 1: 1d20 + 5 ⇒ (14) + 5 = 19
Will Save 2: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Brighton: 1d20 + 1 ⇒ (9) + 1 = 10
Konny: 1d20 + 2 ⇒ (9) + 2 = 11
Victrix: 1d20 ⇒ 3
Belledonna: 1d20 + 1 ⇒ (14) + 1 = 15
Monster: 1d20 + 3 ⇒ (13) + 3 = 16
Anevia: 1d20 + 7 ⇒ (15) + 7 = 22
Aravashinal: 1d20 + 2 ⇒ (8) + 2 = 10
Horgus: 1d20 - 1 ⇒ (11) - 1 = 10
Barundar: 1d20 + 2 ⇒ (20) + 2 = 22
Daenal: 1d20 + 4 ⇒ (6) + 4 = 10
Lann: 1d20 + 1 ⇒ (1) + 1 = 2
Belledonna knows the spell was unsuccessful but the Mongrelmen don't really know whats going on yet as they haven't noticed Belledonna. I rolled initiative just to be safe.
Huh, what was that. Felt strange.
Init Order
Barundar
Anevia
Mongrelmen
Belledonna
Konny
Daenal
Brighton
Aravashnial
Horgus
Victrix
Lann

Barundar Hammerfist |

Sorry for the lack of posting yesterday!
After leaving the settlement and himself vowing to keep Lann safe as they return to the world above, Barundar sticks close to the others, his weapon held close at hand, the weight of the heavy ball a comfort in his grip.
Agreeing that it is better to try and be sneaky for the present, the darkness of little concern to him, he waits to see if Belladonna's spell will be successful. When it is clear that it wasn't, the dwarf still doesn't charge headlong into battle, despite his instincts to do so.
Instead, he moves slowly forward, doing his best to stay quiet, until he is at the limits of what he believes he could safely charge from, hoping he manages to stay out of sight of the mongrelmen guards until he can be more forthright with his intentions.
Stealth: 1d20 - 1 ⇒ (15) - 1 = 14
Hope I understood the chain of events correctly. We're presently at 60' range and Belladonna just tried to sleep the enemies, but didn't succeed, so we're still all at the edge of that range, correct?

GM Niles WotR |

Pretty much yes, there is a map located in my profile labeled Current Map so you can kinda see the setup.

GM Niles WotR |

Ok, since I posted initiative I'll go ahead and resolve some stuff in that order.
Combat Round 1
Anevia waits, not sure because she cannot see anything.
Mongrelmen guards look around for trouble Perception: 1d20 + 9 ⇒ (18) + 9 = 27, they spot Belledonna and howl at her drawing weapons and calling out Stop there meatling, come get in our pots!
Belledonna
Konny
Daenal
Brighton
Aravashnial
Horgus
Victrix
Lann
Ok, so now we are in combat! I was gonna have the mongrels look last, basically holding their turn and giving you guys a chance to act before them but...

Belledonna |

Belledonna makes a rude, 'come & get me' gesture in response to the Mongrelmen's call before casting a charm of protection upon Konny.
Free action: Rude gesture
Standard action: Cast Protection from Evil on Konny.

GM Niles WotR |

Combat Round 1
Anevia waits, not sure because she cannot see anything.
Mongrelmen guards look around for trouble. They spot Belledonna and howl at her drawing weapons and calling out Stop there meatling, come get in our pots!
Belledonna /rude gesture and casts Protection from Evil on Konny
Konny [Protected from Evil +2AC]
Daenal
Brighton
Aravashnial
Horgus
Victrix
Lann
This is going to be a long combat.

Daenal, Paladin of Arshea |

Round 1 actions: double move as well towards the mongrelmen
Daenal Stride forward brandishing a masterwork glaive.

Brighton Tongfinger |

Brighton hangs back by the wounded or the useless to protect them in case anything should endanger them.

Konny Hammerhead |

Round 1
Konny moves forward, Biggie ready for action.
move action + ready action: attack approaching enemy

GM Niles WotR |

Combat Round 1
Barundar moves.
Anevia waits, not sure because she cannot see anything.
Mongrelmen guards look around for trouble. They spot Belledonna and howl at her drawing weapons and calling out "Stop there meatling, come get in our pots!"
Belledonna /rude gesture and casts Protection from Evil on Konny
Konny [Protected from Evil +2AC] moves forward and readies
Daenal double moves Your movement is listed as 30' but should be 20'
Brighton hangs back
Aravashnial can't see and doesn't know whats going on so stays still.
Horgus really can't see but keeps his mouth shut.
Victrix double moves
Lann creeps up to see if he is needed.
Combat Round 2
Barundar
Anevia
Mongrelmen
Belledonna
Konny
Daenal
Brighton
Aravashnial
Horgus
Victrix
Lann
Map is fully updated.

Daenal, Paladin of Arshea |

Ts, always mistakes. Thanks for catching it.
I've got 2 options:
-Either I attack from behind victrix (which I assume gives cover to the mongrelmen)
-Or i move beside victrix (which I'm unsure is feasible) then strike the guy behind the first mongrelmen (which I dont think gets cover?)
My priority is the second choice, but if it's impossible I will take the first.
Daenal strikes a mongrelmen.

GM Niles WotR |

go ahead and roll your attack Daenal. I don't give penalties for melee attacks through squares your allies are in. They would be actively trying to give you a good strike, not getting in the way.

Daenal, Paladin of Arshea |

Okidoke! I will be attacking!
Daenal STRIKES the mongrelman:
attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d10 + 4 ⇒ (2) + 4 = 6

Victrix Bloodmane |

Round 2: Actions
Action: Power Attack the mongrelman in front of me
With a mighty swing, Victrix attacks the mongrelman who just moved before her.
"'Ere's yehr meat! TRY THIS!"
Power Attack!: 1d20 + 5 ⇒ (12) + 5 = 17
Damage (2 handed) (If Successful): 1d8 + 10 ⇒ (3) + 10 = 13

Barundar Hammerfist |

With a mighty yell, Barundar springs forward, running as fast as his Dwarven legs will carry him toward the nearest foe, swinging his dorn dergar in a wide arc over his head, letting the chain slip to the length of it in his grasp as he runs. When he reaches a range of ten feet from the mongrelman in the front, he brings his arm up and over his head, the heavy ball at the end of the cold iron chain aimed for his foe's head!
Charging Attack: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage: 1d10 + 3 ⇒ (5) + 3 = 8

GM Niles WotR |

Eh, Barundar you can't charge or even attack as there are no spaces to end that would allow you to attack.
Combat Round 2
Barundar holds while he waits for an opportnity to strike.
Anevia holds
Mongrelmen
Red attacks Victrix Club: 1d20 + 6 ⇒ (17) + 6 = 23 for Club: 1d6 + 5 ⇒ (4) + 5 = 9 points of damage.
Green Assist Red: 1d20 + 6 ⇒ (10) + 6 = 16
Belledonna
Konny
Daenal
Brighton
Aravashnial
Horgus
Victrix
Lann
Guys, even if you don't want to take an action or cannot take the action you want. I need everyone posting something so I can move us forward. It's been about 3 days since this combat started and we have done 1.3 rounds.

Daenal, Paladin of Arshea |

Well, I'm going to continue my attacks ; I cant really move, and as far as I can tell we are in a chokepoint, so nobody else can move up & attack. I will continue attacking with the glaive, and when the first one falls (assuming victrix moves up) I will follow. Here are my next 3 rounds of attacks, since my attendance might be spotty for the next 2 days:
Daenal keeps striking:
1)
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d10 + 4 ⇒ (6) + 4 = 10
2)
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d10 + 4 ⇒ (5) + 4 = 9
3)
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d10 + 4 ⇒ (8) + 4 = 12

Belledonna |

"បញ្ឈប់ពេលនេះ!" Belladonna calls out to the mongrelmen guards. "អ្នករារាំងអ្នកបម្រើដ៏សុចរិតភាគច្រើនបំផុតនៃដោយសកម្មភាពរបស់អ្នក។"
untrained Bluff: 1d20 + 7 ⇒ (16) + 7 = 23
"You impede the most righteous servants of Baphomet by your actions."

GM Niles WotR |

I'm gonna speed things up!
Combat Round 2
Barundar holds while he waits for an opportnity to strike.
Anevia holds
Mongrelmen
Red attacks Victrix and hits for 9 points of damage.
Green assists red with his attacks.
Belledonna bluffs the mongrels. Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9 You keep strange company... in Abyssal, but they lower their guard a bit...leaving them Flatfooted.
Konny holds
Daenal hits Red for 6
Brighton holds
Aravashnial holds
Horgus holds
Victrix smacks Red for 13, Red looks very wounded.
Lann holds.
Combat Round 3
Mongrelmen
Red [-19] Liars! withdraws a bit through a flimsy door.
Green backs near the door.
Belledonna
Daenal
Victrix
Barundar
Konny
Brighton
Aravashnial draws close to Brighton because he cannot see
Horgus draws close to Brighton because he cannot see
Anevia draws close to Brighton because she cannot see
Lann
I moved around the initiative order, and now we have some room to maneuver. Brighton, the NPC's will be following you as none of them can see anything right now.

Victrix Bloodmane |

GM, I actually took 1 less damage because I have Damage Reduction 1/-.
Round 3: Actions
Free Action: Rage! Lesser Celestial Totem activates!
Move Action: Move next to Green
Standard Action: Power Attack with mace!
The mongrelmen's blow causes something to snap in Victrix.
The anger returns. But with it comes something else.
One could swear a holy glow surrounds her now, in the throes of her anger. It's enough for her to be spurred on to fight.
She roars and runs at the other mongrelman trying to follow his badly wounded comrade. Her mace lashes out in her two hands...
Power Attack!: 1d20 + 7 ⇒ (4) + 7 = 11
Damage (If Successful: 2 handed): 1d8 + 12 ⇒ (4) + 12 = 16
Rage Rounds Remaining: 7/8
Rage Effects: +4 HP, +4 STR, +4 CON, +2 Will Saves, -2 AC, +1 HP/caster level/character level when healed.

Brighton Tongfinger |

Brighton offers play-by-play commentary to Aravashnial and reassuring tones to the others.

Konny Hammerhead |

Konny advances behind Vic.

Belledonna |

"Kei te whiwhi ratou atu! Mutu a ratou!" Belledonna cries. Turning back to Brighton & the three refugees. "I will watch over them, my talents are of no use in this fight, you will be of better aid there than I!"
Just this side of nothing she can do right now. She will stay with the wounded so Brighton can go with the others.

GM Niles WotR |

Combat Round 3
Mongrelmen
Red [-19] Liars! withdraws a bit through a flimsy door.
Green backs near the door.
Belledonna withdraws to the NPC's
Daenal moves up to strike and hits for 10!
Victrix moves up swings out violently, but misses.
Barundar moves into position to strike next round! I'll us your previous roll
Konny advances behind Victrix.
Brighton offers play-by-play commentary to Aravashnial and reassuring tones to the others.
Aravashnial draws close to Brighton because he cannot see
Horgus draws close to Brighton because he cannot see
Anevia draws close to Brighton because she cannot see
Lann advances with the group, waiting his turn to enact vengeance upon the traitorous mongrelmen!
Combat Round 4
Mongrelmen
Red [-19] shouts an alarm Wake up you blokes! We are under attack
Green attacks Victrix Club: 1d20 + 6 ⇒ (9) + 6 = 15Damage: 1d6 + 5 - 1 ⇒ (1) + 5 - 1 = 5
Daenal attacks again and hits for 9.
Victrix
Barundar
Konny
Brighton
Aravashnial
Horgus
Anevia
Lann
Belledonna

Victrix Bloodmane |

Round 4: Actions
Immediate Action: 5-foot step toward the door to let Barundar in
Free Action: Perception Check: Any more coming?
Standard Action: Attack Green again
The blow from the club doesn't do much to slow Victrix down: if anything, all it does is make her reconsider wild blows. Over the din of battle, she strains her ears, trying to hear if any more are coming.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Not that the potential incoming combatants give her pause in her swings. To drive the point home, Victrix swings her mace again, but this time with more control.
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage (2-Handed if Successful): 1d8 + 9 ⇒ (6) + 9 = 15
Rage Rounds Remaining: 6/8
Rage Effects: +4 HP, +4 STR, +4 CON, +2 Will Saves, -2 AC, +1 HP/caster level/character level when healed.

GM Niles WotR |

Combat Round 4
Mongrelmen
Red [-19] shouts an alarm Wake up you blokes! We are under attack
Green attacks Victrix and hits for 5.
Daenal attacks again and hits for 9.
Victrix strikes Green down with her mighty blow without power attack your damage modifier should be +7 6STR+1Bonus
Barundar Your target went away, so post another action
Konny
Brighton
Aravashnial
Horgus
Anevia
Lann
Belledonna

GM Niles WotR |

Indeed you did. My apologies for the reading comprehension fail.

GM Niles WotR |

Victrix sees that indeed there are more mongrelmen in the room beyond they are grabbing weapons and donning armor.

Daenal, Paladin of Arshea |

Is the door open? If I have the chance I will charge through & attack the most heavily damaged mongrelman (use previous attack/damage roll). Hoping to post once tommorow...
If I cant charge, I will keep behind Victrix and striking whoever she attacks.
Charge!