
Elkin Stormborn |

Elkin remains where he is in the doorway, targetting the newly arrived vegepygmy with his luck-stealing mind effect.
Standard: Misfortune on white
Move: Cackle
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
[i]Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Misfortune on red: 1 round + cackle = 2 rounds remaining
Misfortune on white (if failed save): 1 round + cackle = 2 rounds remaining
GM Red Box |

White Will: 1d20 ⇒ 3 fail
Elkin, naturally, deeply affects White. Augar though cannot seem to connect with his magic flaming ax.
Round 3
Xander, James {-5}, Vedia, Uronzzer {-4}, Ivar,
Red Vegepygmy {misfortune, 15 dam} / Blue Vegepygmy {1 dam}
White {misfortune, -2 Damage} / Pink
Round 4
Augar, Elkin

![]() |

Zeer deflects a series of blows from the Vegepygmy's claws. He looks toawrd Elkin and offers a nod in appreciation, he is positive Elkin did not see the gesture as he had a strange mystical aura about him.
He spent too long staring at Elkin's strange glow when a claw digs into his shoulder. Zeer snarles and continues his onslaught against it, this time remembering the words to Xander's song [Red]
RAGH NOK D'THUA, EIL'NO KO-NOSKU 'ET!
Attack: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage: 2d6 + 4 + 1 ⇒ (5, 2) + 4 + 1 = 12

Xandar Coulsong |

"Someone else will just do this anyway, right? I say, and avert my eyes.
I shouldn't delay any longer... If I wish for a different future.
What my hand grabbed was eternity... Or so I thought, but it was limited.
When I lost it, I realized it's worth... It's other name is hope." Xandar continues his song and makes the somatic components to attack with a spell.
Touch red: 1d20 + 6 ⇒ (13) + 6 = 19
Snowball: 3d6 + 1 ⇒ (5, 1, 3) + 1 = 10
Looks like someone moved the entire map.

GM Red Box |

Map fixed.
Uronzeer is just a bit outside with his swing but Xanders snowball deals a substantial strike to the creature.
Round 3
Bold may act
James {-5}, Vedia, Ivar,
Red Vegepygmy {misfortune, 25 dam} / Blue Vegepygmy {1 dam}
White {misfortune, -2 Damage} / Pink
Round 4
Augar, Elkin, Xander, Uronzzer {-4},
Funny, I thought this was going to be a very easy fight. Dice are against you guys.

Vedia Merenda |

Vuzi sends another Ray of Frost at the white veggie. "Why won't you fall down? The cold is not your friend."
Range Touch: 1d20 + 4 ⇒ (11) + 4 = 15
Daage Cold: 1d3 ⇒ 2

GM Red Box |

Is it bad when the GM starts chuckling at the rolls? Asking for a friend.
Ivar and James again miss their targets and Vedia take another step towards being the MVP of this battle (thanks to touch AC).
The lead Vegepygmy is looking pretty battered as is one of his cohorts {white} but still they mount a counter offensive.
The lead Vegepygmy takes a small step to the side trying to not be surrounded and swings again at Uronzeer.
Light Hammer: 1d20 + 9 ⇒ (16) + 9 = 25
Claw: 1d20 + 2 ⇒ (9) + 2 = 11 miss
Light Hammer Misfortune: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
The other Vedepygmy {pink} also attempts to attack Uronzeer.
Claw 1 @ Uronzeer: 1d20 + 1 ⇒ (6) + 1 = 7 miss
Claw 2 @ Uronzeer: 1d20 + 1 ⇒ (6) + 1 = 7 miss
Ivar could swear the little beast {blue} smiles at it moves to attack the flailing dwarf.
Claw 1 @ Ivar: 1d20 + 1 ⇒ (18) + 1 = 19 hit
Claw 2 @ Ivar: 1d20 + 1 ⇒ (12) + 1 = 13 miss
Damage: 1d4 ⇒ 3
The final plant beast again goes after the hapless James.
Claw 1 @ James: 1d20 + 1 ⇒ (12) + 1 = 13 miss
Claw 2 @ James: 1d20 + 1 ⇒ (13) + 1 = 14 miss
Round 4
Bold may act
Augar, Elkin, Xander, Uronzzer {-10}, James {-5}, Vedia, Ivar {-3}
Red Vegepygmy {misfortune, 25 dam} / Blue Vegepygmy {1 dam}
White {misfortune, -2 Damage} / Pin
Damage totals are cumulative for the battle

James Quintik |

Hapless?!? Yah, ok, that's fair...
James and the plant-man keep up their dance as if it might last forever.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Xandar Coulsong |

"We are one, I want to believe that,
Even if outside is unending rain.
In order to not forget the light, we might have met.
I am by your side. Sing out with us."
Xandar keeps his song up and aims at the red vegepegmy with his bow.
Attack bow: 1d20 + 6 ⇒ (18) + 6 = 24
dice: 1d8 + 2 ⇒ (8) + 2 = 10

Elkin Stormborn |

Elkin, starting to feel a real rhythm as he turns his mind towards bending the fates of his enemies, shifts his attention to the vegepygmy covered in the small blue berries. The mystical crackle of energy almost leaps across the space between the witch and plant creature as Elkin works his will over fate.
Standard: Misfortune (Will DC 14) on blue
Move: Cackle
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Misfortune on red: 1 round + cackle = 2 rounds remaining
Misfortune on white: 1 round + cackle = 2 rounds remainingMisfortune on blue (if failed save): 1 round + cackle = 2 rounds remaining

![]() |

Zeer focuses on finishing the [pink] Vedepygmy while claws sink into his skin. He begins to rage with his scars glowing luminiferously.
Attack: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage: 2d6 + 6 + 1 ⇒ (5, 4) + 6 + 1 = 16

GM Red Box |

Blue Will: 1d20 ⇒ 4
Elkin again manages to make one of the Vegepygmy inept while Xander sinks an arrow deep into the leader of the little plant men. Uronzeer follows the arrow with a mighty swing causing the Vegepygmy to stumble to one knee.... try to stand.... and pitches forward DEAD.
Seeing the Vegepygmy fall James pivots, takes a deep breath to center himself, and lops the head off of his attacker.
Not to be outdone Ivar gives the wall a good thwacking.
Round 4
Bold may act
Augar, {-5}, Vedia
Red Vegepygmy {misfortune, 25 dam} / Blue Vegepygmy {Misfortune, 1 dam}
White {misfortune, -2 Damage} / Pink
Round 5
Elkin, Xander, Uronzzer {-10}, James, Ivar {-3}

![]() |

Augar ends his spell prematurely.
Augar moves behind Uronzeer ( or near him) and uses channel energy to heal all allies, shaping the energies to ignore enemies.
Channel Energy: 2d6 ⇒ (4, 4) = 8

Vedia Merenda |

Vedia lets another Ray of Frost fly at the remaining moving vegetable.
Touch Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage Cold: 1d3 ⇒ 3

GM Red Box |

Seeing the group suddenly become more effective Augar call upon his god to heal them {+8 HP} and Vedia hits the one of the Vegepygmy {blue} again. The Vegepygmy is clearly hurt badly.
One of the creatures {pink} again strikes at Uronzeer.
Claw 1: 1d20 + 1 ⇒ (7) + 1 = 8 miss
Claw 2: 1d20 + 1 ⇒ (1) + 1 = 2 miss
While the other goes after Ivar.
Claw 1: 1d20 + 1 ⇒ (1) + 1 = 2 miss
Claw 2: 1d20 + 1 ⇒ (20) + 1 = 21
Claw 2 Misfortune: 1d20 + 1 ⇒ (9) + 1 = 10 miss
As the creatures are again ineffective the party counter attacks, Vedia killing one {blue} and Uronzeer cutting the last remaining in two.
Combat Over
As the room goes quiet, except for your heavy breathing, you have a chance to look around the room. There is a light dusting of mold on the ground but it is clearly dead, maybe the area became too try.
There are four room connecting to the main room and the doors to these rooms are all stuck open. Inside each room is the body.
The four bodies are identifiable as the Brigh worshipers that ventured into the caves, while in advanced stages of decay and fungal infestation they contain some items of note. There is also the hammer the lead vegepygme was wielding and what little of value the half-orcs were carrying.
Four silver holy symbols of Brigh
3 Masterwork Light Hammers
masterwork chainmail
magic ring
3 potions
19gp.
+1 Silver Light Hammer
Ring of Protection +1
3 Potions Cure Moderate Wounds
Please update your health in your statblocks if you have not done so.
Hope you do not mind that I ended that. With misfortune they were not going to do any real damage with their leader dead.
Loot Sheet Updated: Please mark your name next to anything you take

Elkin Stormborn |

Elkin finally enters the room after the threat is ended. He studies the equipment that the party finds, casting detect magic to assist him.
Spellcraft DC 14: 1d20 + 10 ⇒ (3) + 10 = 13
"I'm sorry, I just can't figure out what these do; Vedia, can you tell?"

Xandar Coulsong |

"Remind me to check the vegetables we are eating that they are all cooked, I don't fancy the idea of them trying to choke me to death." Xandar says before taking the ring and study it.
Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21
"Hmm this is a ring meant to offer protection in the form of a tiny force field that helps making weapons and spells loose precision in the attack and requires a skilled hand to adjust his attack slightly to the side of his intended target."

Ivar Stonewrought |

GM: I just noticed when I went to update my HP: Ivar has DR1/adamantine from a class feature, so I think he took only 2 damage from the vegepygmy earlier. Unless their claws count as adamantine or something.
Ivar mutters dwarven curses to himself as he re-wraps his dorn-dergar, frustrated at his inability to hit the plant-creatures.

![]() |

Zeer kicks some of the loot aside going over it. His patience is lacking after raging yet again. He focuses on the slashes across his body and notes the interesting patterns left after Augar's prayer. His chain shirt is ripped and tattered so he can see his scars underneath.
"Your gods are kind Augar. Perhaps they will not pity me if I adorn thicker armor."

![]() |

Zeer plucks off some fungi from the bodies and tries to learn somthing about them from the strange sepecimen.
Knowledge Nature: 1d20 + 4 ⇒ (18) + 4 = 22

GM Red Box |

The mold is russet mold, fortunately dead or it can be really nasty. If you had come here the first time in it would have been alive, fortunate on your part.
Russet Mold
Russet mold is found in dark, wet areas. At a distance of 30 feet or more, it is likely to be mistaken for ordinary rust (DC 25 Perception check to see it for what it truly is). A patch of russet mold is about 5 to 7 feet in diameter. When a living creature comes within 5 feet of a patch of russet mold, it releases a cloud of spores in a 5-foot-radius. All in the area must succeed on a DC 15 Fortitude save or take 2d6 points of Constitution damage. Another DC 15 Fortitude save is required 1 minute later – even by those who succeeded at the first save – to avoid taking another 2d6 points of Constitution damage.
A creature killed by russet mold rises as a vegepygmy commoner in 24 hours, unless antiplant shell is cast within one hour. Antiplant shell does not actually prevent the creature from becoming a vegepygmy, but it does delay the process for the spell’s duration. After that, only a miracle or wish can prevent the creature from rising as a vegepygmy.
Russet mold is immune to cold and fire. Acid-based effects, alcohol (at least one gallon per foot diameter of mold), continual flame or remove disease instantly destroys russet mold.

GM Red Box |

GM: I just noticed when I went to update my HP: Ivar has DR1/adamantine from a class feature, so I think he took only 2 damage from the vegepygmy earlier. Unless their claws count as adamantine or something.
Sounds good. Handy skill. I can guarantee I will not remember that when i do damage charts so feel free to adjust when I forget.

James Quintik |

"Looks like we may have dodged the worst of it, but these poor guys probably didn't know what they were getting into either. I think we may need to burn these bodies."

Ivar Stonewrought |

Ivar looks through the pile of loot, a bit envious of Augar's claim on the hammers, though he knows the priest will put them to better use. When he comes upon the chainmail, he holds it up for Zeer to see. "The dwarven gods are indeed kind, my friend. Here they have provided stronger mail than what you have."

Vedia Merenda |

Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16
Vedia examines the potions. "These can cure moderate wounds. I think our fighters should take them. That is a very nice ring. It gives protection to the wearer."
Three potions of Cure Moderate.

Xandar Coulsong |

"Those molds are nasty, I'm glad we avoided it. But I still feel somewhat sorry for anyone who succumbs to this kind of injury, but I suppose I can find solace in them being dead and gone before those critters pop out of thier chest." Xandar says looking around on everyone. "Are people fit to keep going? I think we have a little urgentcy to deal with this problem."

GM Red Box |

What happened while you were in town.
I have decided for flow of the game I am going to expidite the undiscovered areas of this level. There are not threats left on this level at this point.
Once the power transmitter was deactivated a group of half-orcs came form somewhere to investigate. In the process they battled an ooze and the vegepygme and broke a few minor technology items. I actually did the combats so you would face creatures in the proper state
_____________________________________________
As you explore the rest of this level it becomes clear that there has been recent combat in at least once place. It is safe to summize that the half-orcs are responsible.
C3 Chemistry Lab
This sprawling chamber contains many desks, tables, and chairs arrayed before a number of broken pieces of equipment and machinery. The dried residue of liquids spilled from smashed containers creates a heavy stench in the air, and pieces of glass litter the floor.
A read blood pool lays on the ground, it is very possible that this was once an ooze but it has been killed.
C8. Hydroponics Station
This room reeks of stagnant water and decaying vegetation. A long trough of water runs along the walls of this room; a layer of brown scum and algae grows on the water’s surface and on the walls. A single workstation sits in the middle of the room connected to a large machine made of tubes and bubbling tanks of water.
C9. Elevator
This unlit circular room is empty save for a panel of controls on the wall to the northwest. A coil of tubes dangling from the left side of the panel periodically flashes with sparks, while a
single square window on the panel blinks with several lines of strange writing.
Deck 4: Engineering
Deck 3: Science
Deck 2: Crew
Deck 1: Docking
WARNING: Elevator off-line—please contact
Maintenance!
The last line titled “WARNING” is flashing in red, while the line titled “Deck 3” is bright blue; the other three lines are faint blue.
A character who succeeds at a DC 15 Perception check while searching the room notes that while the floor seems quite solid (there’s nothing left of the lower decks but rubble today), the ceiling appears to be hollow.
You quickly realize that activating the elevator is a fairly simple process, in fact it is simply pressing a button to bring it online.

Elkin Stormborn |

Perception DC 15: 1d20 + 9 ⇒ (13) + 9 = 22
Knowledge (engineering) DC 20: 1d20 + 5 ⇒ (20) + 5 = 25
The way that Elkin has been peering over people's shoulder as they work on technological items seems to have paid off. Either that or this is a device of profound simplicity. "I'm pretty sure that all we have to do to make this work is press one of the buttons." He looks to make sure that everyone is inside the room, then holds his hand out to press one of the buttons. (This is the point where Elkin could be stopped.) "Shall we try?" He presses the button marked Deck 4: Engineering. If that has no effect, he instead presses the button marked Deck 2: Crew, then Deck 1: Docking.

![]() |

"This fungus is a terrible plauge. If we find this again we must destroy it."
Can I wear a chain shirt and chain mail over it?
Zeer follows the group and explores the area.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Zeer accientaly bumps into a button in the center of the room and a machine buzzez to life. He turns and presses it again to stop the machine. He smirks, "dont need engineering to figure this one out'

GM Red Box |

@Uronzeer - No it would replace but your armor would go from 16 to 18 which is as good as you are going to get as a Barbarian without magic armor. On a side note your statblock under your name should be updated to reflect your actual stats. It looks like that part was not done at lvl 3.

GM Red Box |

@Uronzeer: I was wrong. Your chain shirt is +1, which I forgot, according to the loot sheet so the chain mail would only be one point better in AC. If you are going to lose the chain shirt in favor of the chain mail someone else, I am sure, can use the shirt.

Vedia Merenda |

"Go ahead and push the button. Let's see what happens. I've never been in an elevator, whatever that is, before." Vedia is clearly excited to be exploring more of the strange place.

![]() |

Augar gets in the middle as he lioks at the others. His shiney new hammers dangle at his belt. "Think my next endeavor will be learning to enchant weapons and armor, and these hammers will do nicely to test"

GM Red Box |

I R O N G O D S
Book I: Fires of Creation
Part 5: Meltdown
Is there some way to center text?
D1. Improvised Kennel
Two of the buttons do nothing but when you press the third you can feel the room you are in lurch and raise you up. Beyond the initial lurch the momment is smooth and quiet and you barely notice the room stop. When it does however the doors open on a very dark room. Those of you with darkvision can see that the room is a mess and there appears to be broken machinery and other junk littering the floor. All of you can hear a low growel the comes from the room beyond.
A cloying, animalistic stink fills the air of this hemispherical room. To the north and south, curved ramps lead up to hallways leading out of the room, while several doors sit in the east wall. Flickering lights flash and strobe on the ceiling, and the gray metal walls are scorched, dented, and partially broken in places, exposing colorful wires or metallic struts within. Four mounds of rubble, cloth, and bones lie scattered about the room.
Waiting for you in the room are five cat like creatures with large extended jaws. The catlike creatures have striped pelts and whiskers that jut from a long muzzle filled with sharp teeth. The animals have notice you but lay in wait in the dark.
Thylancines, cat like pack animals with extremely strong jaws that can do a lot of damage on a solid bite. A thylacine’s muscular jaws threaten a critical hit on a natural roll of 19 or 20. No real weakness or vulnerabilities.
They are waiting on you so you to come in the room so you get a defacto surprise round.

Elkin Stormborn |

Elkin is not foolish enough to try to challenge the cat creatures alone; he remains inside the elevator until others take the lead to exit the small room.
________
Neither Elkin nor Nelen have darkvision

Ivar Stonewrought |

Knowledge(Nature): 1d20 + 3 ⇒ (2) + 3 = 5
Poking his head out of the door, Ivar sees the cat-creatures, but doesn't recognize them as anything more than threats. "Some kind of cat-like predator, nasty-looking teeth. Not sure how they got in here." he says, pulling his head back inside.

![]() |

Updated my stablock, sorry guys. Keeping the mail shirt as I see Uronzeer as a faster skilled swordsman than a lumbering battle axe type so some one please take that mail
Zeer is cautious of the elevator. As it comes to a stop he recognizes the unearthly growel and peers into the chamber with dark vision.
Knowledge Nature: 1d20 + 4 ⇒ (1) + 4 = 5
He is unfamiliar with them and looks to the group gripping his sword tighter and nods to th group in anticipation.

Vedia Merenda |

Can't fail the Nature Check +10
Vedia casts light on her crossbow, and listens carefully. She peers into the shadows of the room. "Those are Thylancines, cat like pack animals with extremely strong jaws that can do a lot of damage on a solid bite. They don't have any real weakness or vulnerabilities. I say hit them hard and fast." She takes a moment and casts gravity bow on her crossbow.

GM Red Box |

The cats watch the movement outside the door, shifting around, waiting for the prey to come to them. (I picture my cat stalking one of the baby's toys).

Xandar Coulsong |

"Well I suppose one of the better armored should stand just inside the door and block for the rest of us to diliver death from a distance." Xandar suggest making his bow ready.

James Quintik |

James would have translated the buttons for everyone, so I am assuming this is Engineering level?
Engineering: 1d20 + 10 + 1d6 ⇒ (1) + 10 + (3) = 14
"Maybe if we throw in a light, more of us could be helpful here."
He pulls out a pistol in one hand, and a flashlight in the other.

GM Red Box |

Yes this is the engineering level.
The cats are creatures of instinct not planning so they continue to wait, in the dark, for action. You can just make out the sound of them re-positioning themselves.

![]() |

Zeer nods at Xander's suggestion and holds his sword blade high to his cheekbone. "Say the word and I will block this passage. I hope your death delivery finds home quickly"