
Vedia Merenda |

"I can cast light on a bolt and fire it into the room. Will that work for a distraction?" Vedia loads her crossbow.

GM Red Box |

Well no one took an actual action, just talked about actions, so the cats have lost patients so....
The cats, thinking there dinner is not going to come out advance and prepare to pounce.
Initiative Augar: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative Uronzzer: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Elkin: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Ivar: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative James: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative Vedia: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Xander: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative Thylancines: 1d20 + 2 ⇒ (3) + 2 = 5
Bold may act
Ivar, Vedia, James, Xander
Thylancines
Elkin, Uronzeeer, Augar

James Quintik |

James readies his shot for when he can see one within 30 feet.
Ranged Touch Attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Then he reloads.

GM Red Box |

Ivar steps into the room and swings his dorn-dergar at the closest cat {blue} and connecting solidly knocks it unconcious.
James you do not have a shot yet but I am sure you will when they act.
Bold may act
Vedia, Xander
Thylancines
Elkin, Uronzeeer, Augar
Round 2
Ivar, James

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As zeer watches Ivar lash out at the beast Uronzeer is reminded of a dream by the way the creature moves after it is smashed with the dergar.
I know you've told us a bit already but worth a shot: Stargazer:+6 to identify alien monsters' abilities and weaknesses
Identify hopefully alien cat thing: 1d20 + 6 ⇒ (15) + 6 = 21

Xandar Coulsong |

Since Xandar can't see any of the catlike creatures he just inspire people.
"Only memories are the guidepost for the light.
Don't lose your way. Stay strong, as you are.
Rather than looking up at the sky without clouds and grieving,
I will fight back against the wind... So let's return to that sparkling future.

GM Red Box |

Sorry I waited so long on this. To be honest I just go busy and kind of didn’t realize how long it had been. Feel free to poke at me if things are dragging.
Xander stats a song and inspires his companions to greater deeds and Vedia finds a clear angle and fires a glowing crossbow bolt at one of the Thylancines {blue} as the three more heavily armed members of the group step into the room first to meet the cats.
Crossbow Bolt: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 Hit
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
The creatures immediately rush in creating a bit of a bottleneck at the door and attack at Uronzeer {Orange and Yellow} and Augar {Red} and Ivar {Grey and Blue}
Orange Bite @ Uronzeer: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Yellow Bite @ Uronzeer: 1d20 + 2 ⇒ (18) + 2 = 20 Hit
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
• * * *
Blue Bite @ Ivar: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Grey Bite @ Ivar: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
• * * *
Red Bite @ Augar: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
They do very little damage.
Bold may act
Elkin, Uronzeeer {-3 HP}, Augar
Round 2
Ivar, James, Vedia, Xander
Thylancines Orange, Yellow, Blue { -4HP}, Grey, Red

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Zeer lashes out as teeth sink into his scared skin. He reels back and slashes down onto the orange cats back. Xander's song ringing in his ears.
Rage 2/6
Atack: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage: 2d6 + 6 + 1 ⇒ (1, 1) + 6 + 1 = 9

GM Red Box |

Two of the Thylancines fall before Uronzeer and Ivar while Augar wounds his badly.
Bold may act
Elkin0 , Uronzeeer {-3 HP}, Augar
Round 2
Ivar, James, Vedia, Xander
Thylancines Yellow, Grey, Red {-5}

Elkin Stormborn |

Elkin steps towards the door, but only close enough to get a better look into the room. He fixes his gaze on the cat with the yellowish stripes in its fur, bringing his mind to bear on the cat's defenses. Feeling his will work its power over the cat, he giggles.
5' step
Standard: Evil Eye (Will DC 14) vs. yellow targetting AC
Move: Cackle
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
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.
Evil Eye (yellow, AC): 8 rounds (7 + cackle) unless save successful, then 2 (1 + cackle)

GM Red Box |

Will: 1d20 + 1 ⇒ (11) + 1 = 12
Bold may act
Elkin, Uronzeeer {-3 HP}, Augar
Round 2
Ivar, James, Vedia, Xander
Thylancines Yellow {-2 AC}, Grey, Red {-5}

Vedia Merenda |

Sorry about the radio silence. Super busy weekend. Looks like my first round post got eaten on top of the absence since Friday.
Vedia loads and fires a bolt at the creature with the yellow tinge to his fur. "This place is certainly exciting."
Crossbow: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d6 + 1 ⇒ (3, 5) + 1 = 9

Xandar Coulsong |

"I'm sure you can go anywhere if you notice the invisible wings on your back.
Don't stay still due to sadness, fly up high!
We are one, don't be late to ride.
Time will not stop for you."
Xandar maintains his song and moves to stand next to Elkin before firing an arrow at the yellow kitty.
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.

GM Red Box |

Vedia puts down the yellow tinged cat.
James considers moving next to Elkin but instead slides beside James and fires at the grey fired cat, striking for minor damage.
The hunt is not going well for the cats but they still fight on attacking each of the dwarfs.
Thylancines Red@ Augar: 1d20 + 1 ⇒ (19) + 1 = 20 Hit
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Thylancines Red@ Ivar: 1d20 + 1 ⇒ (12) + 1 = 13 Miss
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Round 2/3
Bold may act
Ivar, James, Vedia, Xander
Elkin, Uronzeeer {-3 HP}, Augar {-3 HP}
Thylancines Grey {-3}, Red {-5}

Elkin Stormborn |

Unable to see any of the strange cats from within the small room, Elkin moves through the doors into the larger space. He again fixes his gaze on one of the cats, exerting his will to weaken its ability to defend itself.
Move: 20'
Standard: Evil Eye (Will DC 14) vs. grey targeting AC
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Evil Eye (grey, AC): 1 round with save, else 7 rounds

GM Red Box |

Ivar and Augar successfully end the threat of the cats.
Looking around the room you can see that the contents are nothing but junk, mostly smashed and crushed bits of technological gear. There are three doors leading to the east as well as two passageways headed back west.

Elkin Stormborn |

After determining that the cats have only ruined technology, and left nothing for the scavenging, Elkin approaches the double doors in the center of the east wall of the room.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19

GM Red Box |

Elkin you are confident that they, and the other doors, are un-trapped and can be pushed open. They are however thick so you do no hear any noise from the other side.
Note: This level is currently still dark. Be sure to take that into accound when you do things.

Elkin Stormborn |

Elkin murmers a short phrase in Hallit under his breath, conjuring up four softly bright globes of light that dance in the air. The area around him illuminates gently.
He calls the others over. "I don't think I should be barging through this door; I can't tell if anything is on the other side. Does anyone else want to take the lead? I'll keep these lights floating around so that we can all see."
Standard: cast Dancing Lights
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light),
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
Dancing lights can be made permanent with a permanency spell.

James Quintik |

"Sure, I'll have a look. Keep those lights right over my shoulder there."
James puts his flashlight down to check the door and listen.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18

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While Uronzeer is exhausted form the state of rage he maintains a close pace to the sorcerer. He also peers at the door.
Zeer has night vision
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

GM Red Box |

Uronzeer: Darkvision to be technical.
Looking around a bit more you see that there are actually FOUR exits from the room. My bad I missed the top one None of them have any sound coming from the other side. All are safe to open.

Xandar Coulsong |

"I was going to suggest the same thing, this part of the ruins seems to have been yet undistrubed by anyone. What door should we try to open first?" Xandar asks casting light and look around for the arrow he fired at the cat that went down before he hit it.

Vedia Merenda |

"No reason not to go in some sort of order. Let's go to the north first, and then work our way around." Vedia suggests as she takes her place toward the back of the group.

Elkin Stormborn |

Elkin looks up from where he and James are gathered by the central door in the room, and nods at Vedia. "Sure... we can start with that other door first."
He moves to the north door, bringing his four dancing lights with him. He waits for everyone to gather after James inspects it for traps, then sends his dancing lights forward as soon as the door is opened.
Doors are a huge psychological block in PbP, @GM. It's highly recommended that you bot us through doors as soon as one or two people identify a door to try, or we'll waste days deciding which one to go through. Doors are the curse of PbP.

GM Red Box |

D3. Loading Dock
The walls of this chamber are battered and dented, and flickering lights on the ceiling give the room a phantasmagoric cast. A mound of rubble sits heaped to the north, while numerous strange containers lie in haphazard piles throughout the chamber. A pair of desks with chairs are placed to the south.
This room appears to have been well picked over. There is one unopened locker.
timeworn panic suit (tg)
timeworn emergency beacon (tg)
two batteries (tg)
24 silverdisks
You guys would have easily figured out what these are so not making you roll.
Beyond the door you came in though there are two other exits to this room (see map).
Behind the GM Screen: This room would have been occupied by the haf-orcs you fought on the other level if you had not gone to rest after finding Khonnir.

GM Red Box |

Giving you the door directly south as well. I did not have time to check it when I made the last post.
D4. Storeroom (CR 2)
A multitude of small boxes, discarded wrappers, and opened crates lie scattered throughout this room, along with several empty shelves. There is nothing of interest or use in this room.

James Quintik |

James tries to open the locked locker.
Disable Device: 1d20 + 11 ⇒ (12) + 11 = 23
"This is one tough locker! Let me try again."
Disable Device: 1d20 + 11 ⇒ (15) + 11 = 26
Disable Device: 1d20 + 11 ⇒ (6) + 11 = 17
Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30
Finally it pops open.
"Well, look here. This should be useful."
James collects the items and looks around. Once satisfied there is nothing more to be gained here, he checks the next door.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

GM Red Box |

Loot sheet updated.

Vedia Merenda |

"To the central doors next?" Vedia suggests as the group doesn't find much in the rooms to the north.

Xandar Coulsong |

"You suggest we go back, instead of checking the door at the end of this room first? I'm not against it I just think it mostly is better to not go back and forth between areas of a ruin." Xandar asks

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We should check those doors before heading to the central room. Somthing picked through these boxes...be ready
Zeer walks through takes some large steps to the door at the end of the room and rises his sword.

GM Red Box |

Good enough that is the door of choice.
D5. Engineering Lounge
Cushioned chairs and metal tables are situated throughout this small room. To the north are several open doors, while a few broken machines lie against the walls. Broken panels cover the ceiling, and mounds of what look like shattered glass have been pushed under the tables.
As soon as you enter the room there is a high piched screech as four ratfolk turn to the door and quickly reach for their crossbows..
There are some open doors to the north and you can hear movement of something or someone with a much deeper voice. “What now. Get back to work.”
Initiative Augar: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Uronzzer: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Elkin: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Ivar: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative James: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Vedia: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative Xander: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative XXXXX: 1d20 + 7 ⇒ (16) + 7 = 23
Oh the rat-men go first with a 23.
As the doors open the rat-men are faster to react then the party and the four of them let lose with their crossbow which the first two {yellow and red} drop after firing.
Crossbow Yellow @ Uronzeer: 1d20 + 4 ⇒ (11) + 4 = 15 miss
Damage: 1d3 ⇒ 2
Crossbow Yellow Uronzeer: 1d20 + 4 ⇒ (9) + 4 = 13 miss
Damage: 1d3 ⇒ 2
Crossbow Yellow Augar: 1d20 + 4 ⇒ (3) + 4 = 7 miss
Damage: 1d3 ⇒ 3
Crossbow Augar: 1d20 + 4 ⇒ (6) + 4 = 10 miss
Damage: 1d3 ⇒ 1
Of course they all miss.
Bold
Round 1
Rat-Men and Something
James, Elkin, Vedia, Augar, Uronzeer, Xander, Ivar
Round 2
Rat-Men {yellow} {red} {blue} {green} and Something
James, Elkin, Vedia, Augar, Uronzeer, Xander, Ivar
[u] Check the map we are in tight quarters here people. [/u]

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Augar casts defensively targeting the Blue and the green rats with Sound Burst
Fort DC15 or be stunned for 1 round
damage: 1d8 ⇒ 7

GM Red Box |

Now Augar wants to mess with my creatures like Elkin.
Fort: 1d20 + 2 ⇒ (14) + 2 = 16
Fort: 1d20 + 2 ⇒ (13) + 2 = 15
Ha. You just did a lot of damage but didn't stun. Have to take my wins where I get them.
Bold may act
Round 1
Rat-Men and Something
James, Elkin, Vedia, Uronzeer, Xander, Ivar
Round 2
Rat-Men {yellow} {red} {blue -7 HP} {green -7 HP} and Something
James, Elkin, Vedia, Augar, Uronzeer, Xander, Ivar
[u] Note [/u]
Trying out out labeling map tokens with damage but it might be to much of a pain in the A unless players like it.

Vedia Merenda |

Vedia fires a ray of frost at the green ratfolk. "What an interesting room. Who else is here?"
Ranged Touch: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d3 ⇒ 3

GM Red Box |

Vedia's misses with her little shard of ice but James manages to stab at one of the rats, blood splashes his dirty fur.
Bold may act
Round 1
Rat-Men and Something
Elkin, Uronzeer, Xander, Ivar
Round 2
Rat-Men {yellow} {red =3 HP} {blue -7 HP} {green -7 HP} and Something
James, Elkin, Vedia, Augar, Uronzeer, Xander, Ivar

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SKAVEN!
Zeer shields his face with the width of his sword and is surprised as Arrows fly around him. Zeer takes one large step towards the yellow rat thing and swings his sword down at it's mass.
"SQUEEK?!"
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9