
Chitleen Shudra |

Chitleen grows quiet and drops his hands to his side, breathing going from heavy to shallow as he regains control and then he straightens to standing. Though the uncertainty of form wrought by the witch's magic remains... his posture has changed. Weight held on the balls of his feet and knees slightly bent while his arms hang loose and free. Eyes narrowed and a cruel line drawn unto his face by pursed lips. Rather than the somewhat foppish merchant who walked beside you previously, he reminds you of a feral cat - lithe and dangerous.
A sardonic smirk crosses Chitleen's face for a moment as he turns back to Lockjaw. In a dead voice he addresses you "It is nothing dwarf... nothing of your concern." before stalking past him and back to where the witches' alchemical stores (or what is left of them) are kept.

Hungry Voodoo |

Daeron turns toward the dwarves, his head moving from side to side as he zeroes in on their voices. "Has something happened to Chitleen? It does not matter, I sent a feather token to our backers. I told them that we have retaken the mines and they should come quickly fully supplied to heal the sick and damaged!" he finishes defiantly.

Hungry Voodoo |

Daeron stumbles to his feet and glares somewhat in the dwarf's general direction as he begins to feel his way back toward the hall of cages. "I have my own problems."
Aktosh walks out of the smithy at that moment with a big smile on his soot covered face and waves to all as he goes to his own chambers for the night unaware of the discomfort between the elves and dwarves.
Next day?

Karrak Ironhand |

Unsure of what to say to the elves, Karrak decides a night's rest would be good for all involved.
HP=30/30
Channel Energy 4/4 remaining
Deflection Aura 1/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Surmount Affliction
Surmount Affliction

Chitleen Shudra |

Chitleen did not emerge again that night - but roughly half an hour after his 'demonstration' curses can be heard followed by further tinkering with glass and metal.
__________________________
The next morning Chitleen emerges clumsy and sallow eyed from his reclusion. His eyes are replete with bags beneath them that portend of his exhaustion as he states in a low voice "Kill the bat-men... or wait until they come for us."

Hungry Voodoo |

Some normalcy returns the next morning as the ex-slaves sneak into the kitchen to prepare a celebratory breakfast while the strange elf lies passed out and surrounded by broken vials and strange fluids. The fare is simple, but filling and afterwards the humans continue cleaning the compound and even prepare to send a small group out to check on the gardens outside the mine.
Chitleen emerges from his trials at some point. Though he looks in no shape to deal with an offensive, he agrees with Lockjaw that the bats seem to be the main threat. Whether the battle should be taken to them or merely defend what you've taken seems to be the question of the day.

Karrak Ironhand |

Karrak feels his neck where he was grabbed by the bats. "I'm ready to hunt some bats. We've got silver arrows. I can restore Daeron's sight for a little while 4 rounds, twice. I wonder if Aktosh can silver an axe blade or a crossbow bolt."
I memorized Surmount Affliction. It can remove blindness for 4 rounds. GM, can I use it on curses?

Chitleen Shudra |

Gritting his teeth with stoicism Chitleen responds to Tararr "I will do my part..." before thinking It takes little effort to watch you eagerly charge forward to bleed on everything at any rate.
To Lockjaw "If we are to wait... then I have work to do... If not, then let us move."
Chitleen is happy to wait another day - and if so will throw up some idle time work later. I think getting the humans to go out and farm some food would be a good thing though - we must be running low ourselves.

Tararr Trollspiltter |

Dropping a massive, gnarled hand upon the elf's shoulder and using the elf's name for the first time, Tararr says,"You all right,Chitleen? Ya seem ta have taken a strange turn. I know what it is like to lose a kinsman in battle. It stings ye good. But, ya seem to be taken it a might heavy. I relish running head first into battle,but my hide is made to take it. I'm happy ta fight and die beside ya,just don't go dyin' too soon." Tararr then turns,heading toward his gear.
If we have the time,Tararr will gethis chain shirt mended.

Hungry Voodoo |

The month of Sarenith runs out as the dwarves spend a few days cleaning and repairing arms and armors and mending the fortifications around the caravanserai. Daeron sulks in the dark of the hall of cages appearing only to recover the food tray left for him at the gate. Chitleen is lost in his experiments in the corner of the store room now hung with curtains to give him some privacy or at least spare the nervous cooks.
The tribe of deaf humans organize themselves along many of the habits engrained by a life of servitude. They move around the compound silently, eyes furtively scanning for danger as the mothers watch the young and the few males frequently turn their eyes toward the distant ceiling.
They make mid-day journeys outside to gather food and hunt feral goats which they cook for all. The explorers are ale to conserve their food stores with the fresh victuals supplied by the freed slaves. One evening after Aktosh accompanies the others outside, he motions Karrak over and writes upon the slate, 3 days until full moon.

Karrak Ironhand |

Karrak relays this information to the others. "The urgrosh's magic is potent on the full moon. We should plan to hunt the bats on that night."
Karrak is glad to see the freed slaves able to provide for themselves. He fashions some rattles and bells from scrap metal and tries to indicate through pictures and pantomime that they should shake the rattles if they are threatened.
Karrak level 4 status
Changed spells memorized
HP=30/30
Channel Energy 4/4 remaining
Deflection Aura 1/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence

Chitleen Shudra |

The time has both hardened and driven Chitleen to distraction, you occasionally see the elf muttering to himself and he has even begun to shun the company of Daeron. Ever protective of his satchel and vials of attar and fluid, he nevertheless lends weight to Karrak's view. "Hunt them when the moon is fullest, take the fight to their lair in the lateness of the dark just before the dawn."

Karrak Ironhand |

Karrak will ask around for any information on where the bats' lair is. He would be amenable to scouting the surroundings beforehand in preparation.
Does where we are now get any daylight? Can we even tell when it is night?

Tararr Trollspiltter |

It seemed we where getting daylight in some previous post. I do not believe we have moved into the depths yet.
Tararr spends the day getting himself prepared for the coming battle and chucking large stones and random targets. His skill improves daily as does the size of the projectile to the point he is now throwing small boulders.

Hungry Voodoo |

In response to Karrak's written question about where the bats are, Aktosh simply points up and then beckons Karrak and Lockjaw outside the caravan. Chitleen has again disappeared into his makeshift lab and Daeron is likely sulking somewhere. Tararr has taken to throwing a fit and hurling rocks around. Very unorderly and undwarflike behavior really, but he's an odd one. Beyond the recently mended gate of the caravanserai, the sour scent of turned milk hangs in the air a moment. You think maybe you are mistaken, but Aktosh looks around quickly and taking the slate, writes the runes for shadows.
It is the first day of Erastus by your reckoning and dim light streams from the huge hammer shaped opening that forms the fortified main entrance to the mine. The humans had been making a daily journey to check on their gardens, but now seem skittish and refuse to leave the compound as the full moon approaches.
It is apparent to you that this first section of the settlement was for the use of non-dwarf visitors. The roof is high above and there is daylight for most of the day from the south-facing great opening. The one and two story block structures appear to have mainly served as shops and inns though they have been so thoroughly looted that only the size and number of rooms reveal their past function. The verdant parks around the waterworks seems more suited for non-dwarf palette as well though probably served several function other than the habitat for oozes and cave fishers that it has become.
Across the north half of the delve, a ten foot wall separates the proper dwarf settlements of Grand Transept. The ceiling remains high, but the light grows tenuous. There are several large public structures in the shadows beyond though you can't make out their function from here. Aktosh directs your attention to the wide stairs there that lead up to another fortified wall high up near the ceiling. Taking the slate, he makes the rune for bats with a look of distaste.

Hungry Voodoo |

The four men prove adequate with a bow and all including Aktosh are armored in salvaged studded leather. Aktosh works to add silver plating to some weapons and though it likely won't endure long, it should serve long enough on the spears the men use and the brace of axes Aktosh takes for his own.
Daeron takes to sitting on the roof by himself, muttering as he pets his bat familiar and listens. The women and children return to the cage room looking for security in numbers and the remaining hand weapons they inexpertly wield.
map of caravan compound is on the campaign page. how do you want to be positioned?

Karrak Ironhand |

Karrak will get his hand axes silvered. I'm not sure if it would be practical to cover the dorn-dergar and in any case I wouldn't want to mess with its cold iron properties. I'm wondering if I can get some silvered bolts as well. If not I can always do a magical enhancement.
Positioning, maybe around the courtyard to try to surround them when they come? Karrak would stand at the door to the cage area. (Unless someone has a better idea...try to draw them into a hallway and ambush them?)

Hungry Voodoo |

Darkness settles over the compound on the fated day as sunlight recedes from the mine's entrance to be replaced by a pale silvery glow as the full moon rises. Everyone makes ready for the expected raid. Tararr loiters in the courtyard, a likely target for the lycanthropes. Only Daeron remains in view as well. He sits on the roof near the trapdoor beneath which Chitleen lurks muttering indistinctly to his bat familiar, Ghema.
It does not take long before the darkness above is full of the sound of leathery wings and clicks and shrieks at the edge of audibility. Suddenly Daeron stands, waving his arms and yelling as he stares blindly upward, "Sabbha, I surrender! Take me and I will join you against the despised dwarves!"
He kneels to whisper to the trap door, "I am sorry, cousin. It is the only way. I must become more like Ghema if I am to survive here."
Chitleen 1d20 + 3 ⇒ (8) + 3 = 11
Karrak 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Lockjaw 1d20 ⇒ 18
Tararr 1d20 + 4 ⇒ (17) + 4 = 21
Bats 1d20 + 2 ⇒ (1) + 2 = 3
Round 1
Tararr
Lockjaw
Chitleen
Karrak
Bats

Lockjaw Stoneshield |

Round 1
HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = None
Damned elf.
Lockjaw mutters to himself about his poor lost companion before preparing for the assault to come.
Delay

Karrak Ironhand |

"No, Daeron!"
Karrak calls for the blessing of Torag.
Bless: 50' radius, allies get +1 morale bonus on attacks and saves vs. fear
Note: had 2 unused spell slots so I just added them.
HP=30/30
Channel Energy 4/4 remaining
Deflection Aura 1/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence
Summon Monster II

Hungry Voodoo |

Karrak manifest the blessing of the Dwarf Father filling all his allies with courage. The human archers await his sign to attack.
A moment later, a cloud of swarming bats surround Tararr nipping and feeding on his blood as he slices at them with little effect. Tararr- 6 slash, 1 bleed, Fort DC 11 or distracted. A pair of half bat slavers dive down to capture the unresisting elf wizard in their nets as Chitleen kicks open the trapdoor and takes aim.
Round 2
Tararr
Lockjaw
Chitleen
Karrak
Bats
humans
forgot the humans 1d20 + 1 ⇒ (1) + 1 = 2

Tararr Trollspiltter |

Fort 1d20 + 6 ⇒ (10) + 6 = 16
Batting the little biters away, Tararr stays to the plan by turning on his heel and bolting for the ambush making as much racket as possible to draw the attention of the batmen.
Acro to avoid AoO. Then double move to strike point
1d20 + 9 ⇒ (11) + 9 = 20