
| Michael Stamford | 
 
	
 
                
                
              
            
            Ok, if taking 20 will take me half an hour, I'll just take 10 instead. So that's a 16.
"I'm trying to make sure we can bar this door. So far, the hardest part looks to be that it opens outward into the hallway. So if we barricade it, it's going to have to be from the outside. Which means that if anything comes along that can move what we stack in front, they can get in. Maybe we can move a couple of those stone tables in front of the door..."
Is the circular thing in room 13 a well? If so, I think I might move our tied up kobold so that he's tied and hanging over top of it. That way, if he manages to escape, he drops in instead of being able to go wherever he pleases.

| GM Niles | 
 
	
 
                
                
              
            
            Room 13 is the ruins of a kitchen, so its an oven.
@ Silas Kerrdremak gives you a canny look and replies
Ok, Gared is going to stay behind with Elgrin and protect the three children.

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Knowledge: History: 1d20 + 6 ⇒ (3) + 6 = 9
"I've a feeling this forgespurned will be dangerous and I like to know more about it before we fight it.  I guess we'll have to find out the hard way, unless the locals know something..."
Silas asks the kobalds, "What tactics is the 'Smokey Burn Dwarf' most likely to use against us?"

| Michael Stamford | 
 
	
 
                
                
              
            
            Michael finishes moving the last of the tables with Hecktor and Baldur's help, and says,
"Well, I think we'd better get a move on."

| Lucanor | 
 
	
 
                
                
              
            
            "Well, if the 'smokey burning dwarf' is that Forgespurned mentioned earlier... well, it has smoke that will choke you, but it's main weapon is the mystic chain that also protects it. If I recall, we'll have to destroy it if we're going to rekill it forever." Lucanor reminds them of what he said earlier, "And yes, let's move."

| Michael Stamford | 
 
	
 
                
                
              
            
            I say we go for the forgespurned first. It captured one of the children, even if it was Kreed's son.
-Posted with Wayfinder

| Baldur Stoneshaper | 
 
	
 
                
                
              
            
            Good idea. I also have a gust of wind scroll I will keep handy for this fight.
I forgot to ask a hundred times.
Fighting for our lives this whole time I forgot to ask. Did one of you pick up an axe that one of my brothers trapped in the jelly cube was carrying? If so may I look at it please?
If its a dwarven axe I am proficient with it. It could come in handy if I run out of useful spells. That is if we did in fact pick one up I thought we did?

| GM Niles | 
 
	
 
                
                
              
            
             It was a battle axe. Which you are proficient in, however you are NOT proficient in the Dwarven Battle Axe. 
Dwarf says 
treat any weapon with the word "dwarven" in its name as a martial weapon.
Druids do not get martial weapon proficiency.
Ok, headed towards the forgespurned in area 19. I drew a line on the map to show you the proposed route through the dungeon to that area.
Area 16 
 Six stone prayer platforms with well-worn knee
rests carved in to them are spread through this
large chamber.  
This place is fairly empty, you can tell that someone was here recently as there are small cots on the floor.
Kerrdremak says in Draconic
We stays here, this our camp. You goes kills Smokey-Burny Dwarf. That ways. He points to the doors to the north.

| Michael Stamford | 
 
	
 
                
                
              
            
            "I assume his pointing means something's up this way. Is it the way to the forgespurned, or the way to the rest of the kobolds, Silas? And be my guest, Baldur. If you can make use of the axe, please do."
Michael approaches the northern door and presses his ear against it, hoping to hear something, anything, that might lend a clue as to what awaits inside.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            "Yes Michael it's the forgespurned, well folks lets do this!", says Silas as he decants some water into a scarf and wraps it over his mouth...

| GM Niles | 
 
	
 
                
                
              
            
            Michael you hear the sounds of something, or somethings moving in room 17.
Open the door?

| Michael Stamford | 
 
	
 
                
                
              
            
            Michael nods at Silas.
"I can hear something through the door. I say we hit whatever it is hard and fast, hopefully taking it by surprise. Everyone, ready on me. One... Two... Three!"
As Michael finishes his count he pushes slightly on the door handle to start the door opening and finishes it with a kick.
If it's needed: Str check: 1d20 + 3 ⇒ (8) + 3 = 11
If he sees anything that's immediately obvious as being dangerous, Michael will move to engage. If it's within charging distance and in a straight line, I'll charge it. Charge should end with a 5ft gap between myself and the target because of my reach weapon. Of course, this all assumes we get a surprise round. Otherwise I'll just move in initiative order.

| Baldur Stoneshaper | 
 
	
 
                
                
              
            
            I will take the Battle axe if I can in fact use it.
To Michael One second lad. I pull out my second scroll of bull's strength and cast it on Michael before he kicks in the door. There ya go.

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Silas pulls out his longspear with a flourish and with a quick flick of his wand it starts glowing at the tip...
I'll position Silas so the others can go in first and then he'll try to move to flank, avoiding any aoos if possible, double moving if needed. Of course this assumes there are any obvious targets on the other side! I'll hold off on inspire unless it becomes apparent we need it.

| GM Niles | 
 
	
 
                
                
              
            
            Kobolds: 1d20 + 5 ⇒ (5) + 5 = 10
Michael: 1d20 + 3 ⇒ (2) + 3 = 5
Baldur: 1d20 + 4 ⇒ (13) + 4 = 17
Silas: 1d20 + 8 ⇒ (6) + 8 = 14
Lucanor: 1d20 + 2 ⇒ (17) + 2 = 19
Hecktor: 1d20 + 2 ⇒ (6) + 2 = 8
A ten-foot-diameter pit occupies the center of
this chamber. Directly over the pit a long chain
feeds through complex pulley system before
disappearing into the depths.
Michael you see four kobolds arranged defensively. Two are holding spears and defending a makeshift elevator. Two others are behind the elevator, one holding a shortbow, the other looks like Kerrdremak, he is wielding a staff and has a headress made of feathers and bones.
The one in the headress screeches at you. 
Round 1 
Lucanor
Baldur
Silas 
Kobolds
Hecktor
Michael  +4 str  
Map is updated, post your actions.

| Lucanor | 
 
	
 
                
                
              
            
            "Someone tell me to stop if these are on our side too and just SEEM angry."
Unless someone speaks, and quickly, Lucanor fires the bow he was gifted with at the one with the headress.
To hit: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d8 + 2 ⇒ (2) + 2 = 4

| Michael Stamford | 
 
	
 
                
                
              
            
            Gonna wait for the kobolds to move before I post my action.

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            "Oh they're angry all right. That one in the headdress is probably the main threat."
Silas stretches his neck left and right, making an audible crack. He takes a deep breath, sketches an ironic bow towards the kobald in the headdress and with a wicked gleam in his eye, he unleashes a torrent of draconic!
What do you call a gnomish masterwork sword? Slag.
What do you call a gnome with good taste? Well seasoned.
What do you call a gnome full of rot grubs? Popular!
What do you call a hundred gnomes buried under a lake of lava? A good start!"
Move action: Get within 35' of the kobald
Standard action: Cast hideous laughter DC 17. Possible there is a +4 bonus vs this because jokes don't translate.

| GM Niles | 
 
	
 
                
                
              
            
            Round 1 
Lucanor fires and hits the headressed kobold for 4. 
Baldur holds
Silas casts hideous laughter and the kobold 1d20 + 9 ⇒ (3) + 9 = 12 drops to the ground laughing. 
Kobolds 
Pink steps up and levels his spear. 
Red steps up and levels his spear.
Orange fires his shortbow at Silas 1d20 + 7 ⇒ (18) + 7 = 25 hitting for 1d4 + 1 ⇒ (1) + 1 = 2 Silas begins to feel ill 1d20 + 2 ⇒ (2) + 2 = 4  -1 con  The arrows are coated in poison!  -1 con  
Headress laughs crazily 
Hecktor 
Michael +4 str
1/4 rounds. Silas will need to make a DC 12 fort save next round

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            By the way that hideous laughter lasts 4 rounds although he gets a fresh saving throw each round as a full round action.

| Michael Stamford | 
 
	
 
                
                
              
            
            Michael moves past Silas and swings at Pink.
Power Attack: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Damage: 1d12 + 4 + 2 ⇒ (7) + 4 + 2 = 13

| Michael Stamford | 
 
	
 
                
                
              
            
            I just realized I forgot to add the extra +2 to hit and damage for Bull's Strength. So it should be 12 and 15 respectively.

| GM Niles | 
 
	
 
                
                
              
            
            Round 1 
Lucanor fires and hits the headressed kobold for 4. 
Baldur holds 
Silas casts hideous laughter and the kobold 1d20 + 9 ⇒ (3) + 9 = 12 drops to the ground laughing. 
Kobolds 
Pink steps up and levels his spear. 
Red steps up and levels his spear. 
Orange fires his shortbow at Silas hitting for 2 damage. Silas begins to feel ill  -1 con  The arrows are coated in poison! 
Headress laughs crazily 
Hecktor 
Michael +4 STR  steps up and swings at Pink missing, this action triggers stabs from Pink and Red who jab at Michael
1d20 + 5 ⇒ (7) + 5 = 12  1d20 + 5 ⇒ (10) + 5 = 15 missing. 
Round 2 Begins  Hecktor post round 1 actions 
Lucanor 
Baldur 
Silas 
Kobolds 
Hecktor 
Michael

| Hecktor | 
 
	
 
                
                
              
            
            Pardon.
Round 1
Hecktor looks into the room, seeing more critters. As his comrades are attacking, a merc like him can't just stand by like that.
Move up to red: 1d1d20 + 8 ⇒ (8) + 8 = 16
Dmg: 2d4 + 6 ⇒ (4, 2) + 6 = 12
Round 2
Hecktor makes another firm swing.
"Out of the way!"
Swing scythe: 1d20 + 8 ⇒ (16) + 8 = 24
Dmg: 2d4 + 6 ⇒ (2, 3) + 6 = 11

| Lucanor | 
 
	
 
                
                
              
            
            Lucanor will happily let Hecktor step by, before he takes his shot again at the kobold in that headdress.
To hit: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg if that hits: 1d8 + 2 ⇒ (7) + 2 = 9

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Fort save: 1d20 + 2 - 1 ⇒ (16) + 2 - 1 = 17
Silas locks eyes with the Kobald that shot him and says in Draconic, "Tough crowd, wait till you hear my Dwarven jokes! Wait... WHAT IN THE NAME OF ALL THAT'S HOLY IS *THAT* BEHIND YOU?!"
Silas casts Daze, DC 16 will save on the Kobald with the bow.

| GM Niles | 
 
	
 
                
                
              
            
            Hecktor provokes 2 AoO's 1d20 + 5 ⇒ (18) + 5 = 23 1d20 + 5 ⇒ (12) + 5 = 17
and takes 1d6 + 1 ⇒ (5) + 1 = 6
Round 2   
Lucanor fires, misses. 
Baldur holds
Silas casts daze on orange 1d20 - 1 ⇒ (18) - 1 = 17Orange saves. 
Kobolds 
Orange fires his poisoned bow at Michael 1d20 + 7 ⇒ (16) + 7 = 23 for 1d4 + 1 ⇒ (2) + 1 = 3 Fort: 1d20 + 5 ⇒ (18) + 5 = 23 the poison doesn't effect Michael. 
Red squeaks a Draconic curse at Hecktor and backs away, stabbing with his spear. 1d20 + 5 ⇒ (2) + 5 = 7 missing Hecktor
Pink stabs at Michael again 1d20 + 5 ⇒ (3) + 5 = 8 but Michael's armor proves too tough. 
Headress cackles madly 1d20 + 9 ⇒ (3) + 9 = 12 and will do so again next round. 
Hecktor steps up to hit red, red is now really hurt and looking around wildly for an exit. 
Michael 
Round 3  Michael and Baldur take your round 2 actions. 
Lucanor 
Baldur 
Silas 
Kobolds 
Hecktor 
Michael

| Michael Stamford | 
 
	
 
                
                
              
            
            Round 2
Michael swings at the nearest kobold.Pink
Power Attack: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
Damage: 1d12 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Round 3
If Pink is still alive...
Michael swings again at the kobold he just hit.
Power Attack: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16
Damage: 1d12 + 7 + 2 ⇒ (4) + 7 + 2 = 13
If Pink is dead after my round 2 attack, move me forward so that I'm in range of Orange and have my round 3 attack swing at him instead.

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Silas taunts red in Draconic, suggesting his birth was due to highly dubious circumstances just as Hecktor swings...
Aid another on Hecktor.

| Lucanor | 
 
	
 
                
                
              
            
            Lucanor keeps his focus on the laughing guy in the head dress
To hit: 1d20 + 5 ⇒ (4) + 5 = 9
dmg: 1d8 + 2 ⇒ (4) + 2 = 6
But again the shot goes wide. The inquisitor's face scrunches in annoyance

| GM Niles | 
 
	
 
                
                
              
            
            Round 2 Michael smacks Pink for 11 
Round 3 
Lucanor  shoots, misses. 
Baldur aids hecktor's swing +2 att
Silas aids Hecktor +2 at
Kobolds 
Red withdraws towards the forge, he disappears into smoke. 
Orange leaps onto the elevator well and cranks his way down wildly, it disappears into the darkness below. 
Headress 1d20 + 9 ⇒ (12) + 9 = 21 is still laughing. 
Hecktor smacks the prone Headress wearing kobold for 12
Michael swings, and destroys Pink's grey matter.
Combat is pretty much over. Headress is prone and laughing, abandoned by his minions. You may do with him as you wish.
Kerrdremak pokes into the room, he notices the Kobold with the headress and does a little victory dance.
Then Kerrdremak addresses Silas
Kibbo and Jarrdreg enter the room and set about cleaning Michael's armor and weapons of the kobold gore, they jabber away in Draconic and unless Michael gets physical with them, they won't stop.
The duo stop fussing over Michael for a second and pull his sleeves to get his attention, they are focused on the cave entrance to room 18. The smoke there is getting a bit thicker.

| Michael Stamford | 
 
	
 
                
                
              
            
            Michael sees the smoke coming from the cave and tosses some rope to Hecktor.
"Tie that one up, and tie him up good. I think we're going to have some more company soon, and I don't want him trying to stab us in the back."
Michael then moves closer to the cave entrance and readies himself for whatever might be coming.

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Cure light wounds x2: 2d8 + 2 ⇒ (2, 1) + 2 = 5
"Stay sharp lads, I think something is coming...", hisses Silas as he patches Michael up.
It may be worth setting up a little ambush with readied actions if was can get the 'smokey burn dwarf' to oblige...

| GM Niles | 
 
	
 
                
                
              
            
            The party hears screaming coming from the area in which the ominous smoke is billowing.
The screaming sounds like it might be from a young child...

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            "Never mind an ambush, I think we'd better get a move on lads!"
Silas will wait a few moments to see if any of our frontliners will take the lead but if nobody has posted in say 24h he'll plunge in. First action if combat is joined will be to use inspire courage.

| Michael Stamford | 
 
	
 
                
                
              
            
            "Son of a... Why can't something work in our favor for once?" Michael grumbles.
"Let's get going."
Michael keeps his hammer readied and slowly starts making his way down.
Making my way down, if I see anything that looks even remotely hostile, like a kobold or the forgespurned, I'm swinging at it.

| GM Niles | 
 
	
 
                
                
              
            
            The screaming dies down to a faint whimper. Michael leads the party into the smoke, the cave becomes dimmer until you notice a fire in the room ahead. The cave begins to heat up to uncomfortable levels, the smoke is so thick it almost chokes. Ahead, in the gloom Michael sees this  creature . It has its back to him and is standing over the mutilated corpse of a kobold, the kobolds very essence seems to be draining into a freshly forged link of the creature's chain. 
 New souls...must forge chain for the Dark Master.  
Forge Spurned: 1d20 + 4 ⇒ (8) + 4 = 12
Michael: 1d20 + 3 ⇒ (7) + 3 = 10
Baldur: 1d20 + 4 ⇒ (13) + 4 = 17
Silas: 1d20 + 8 ⇒ (12) + 8 = 20
Lucanor: 1d20 + 2 ⇒ (20) + 2 = 22
Hecktor: 1d20 + 2 ⇒ (6) + 2 = 8
Round 1 
Lucanor
Silas 
Baldur
FS
Michael
Hecktor

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Despite the cloying smoke, Silas puffs up his chest and calmly struts towards the creature as if he had hardly a care in the world. And in his best stage sergeant voice he bellows, "I think not! His weakness is that chain, sever it and he's going down! Come on lads one last push FOR THE VALE!!"
Standard Action: Silas casts Inspire courage 8/12 rounds used.  Everyone has +1 to hit and +1 damage.
Move Action:  Somewhere to put Silas towards the rear of the party once they've advanced.
 
	
 
     
    