| Hungry Voodoo |
Abid turns to spit over the edge of the catwalk and then his bestial visage faces the dwarves again. "Very well, our tribe is depleted and will need new members. This place is too far away from anything, but gnolls and the dead. It appears the dwarves have returned to reclaim their lost mine." He laughs darkly. "Return tomorrow and we will be gone."
| Karrak Ironhand |
Karrak rubs his neck, recalling the noose that caught him. "I'd be happier if they were dead but I'm glad to be rid of them." he mutters.
You other dwarves want these crossbows they had? Might protect against aerial assault.
| Hungry Voodoo |
The werebats offer no interference as Chitleen ransacks the corpses for gear. He finds that all the light crossbows are of exceptional craftsmanship as well as the three score bolts he gathers. The leather armor and short swords unremarkable.
Returning to the secure holdings of the haunted level of the armory, the party are not disturbed as they rest and recover. The next morning they prepare to return to make sure the lycanthropes have left and notice that the spiked chain from the wrathful smith has disappeared.
| Karrak Ironhand |
Karrak uses Light to try to get the figure's attention. If it appears safe, he will climb down into the cage with him.
Perception 1d20 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10
Heal 1d20 + 7 + 1d6 ⇒ (17) + 7 + (3) = 27 to diagnose what is wrong
| Hungry Voodoo |
Karrak casts light, but the huddled form only moans. Karrak drops on to the top of the cage to get a better look. That gets a reaction from the captive. The man looks up and Karrak can see a twisted face, pale and bloodless. An unnaturally long black tongue lashes as the dead man lunges upward. Karrak scrambles back as a slashing claw is blocked by the bars of the cage. A woman in the other cage swings open the door and begins climbing up the outside of her nearby cage.
Chitleen 1d20 + 3 ⇒ (10) + 3 = 13
Karrak 1d20 + 1 ⇒ (2) + 1 = 3 +1 underground
Lockjaw 1d20 ⇒ 8
Tararr 1d20 + 4 ⇒ (20) + 4 = 24
deadites 1d20 + 2 ⇒ (3) + 2 = 5
Round 1
Tarrar
Chitleen
Lockjaw
Dead
Karrak
| Hungry Voodoo |
| Chitleen Shudra |
Round 1:
Not wishing to risk striking Karrak, Chitleen skips past the other dwarves to draw clear bead upon the other ghoul. A vial of alkahest is brought forth from his ever more weatherbeaten satchel and flung...
Alkahest: 1d20 + 7 - 3 ⇒ (12) + 7 - 3 = 16 for 2d8 + 4 ⇒ (7, 6) + 4 = 17
Move to L6, then throw at the Western ghoul.
| Tararr Trollspiltter |
Sling+Rage, can you two and a sling? 1d20 + 7 ⇒ (15) + 7 = 22 DMG 1d4 + 5 ⇒ (2) + 5 = 7
Yanking his sling from is belt,Tararr pools his adrenaline and rips off a bullet at supersonic speed at the female who has exited her cage.
| Hungry Voodoo |
Tararr sends a bullet speeding at the ghoul clambering up to the catwalk. It smashes into its back and the wounded ghoul slides down the bars before catching itself. A moment later, Chitleen's vial of corrosive chemicals strikes it and the burning corpse plummets into the pit.
Round 1
Lockjaw
Dead
Karrak
-R2-
Tarrar
Chitleen
| Lockjaw Stoneshield |
Round 1
HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = +1 Adamantine Warhammer
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
"Hold on lad."
Lockjaw moves around to assault the other creature.
Move to N14.
| Hungry Voodoo |
Lockjaw-sorry if the map isn't clear. you cannot move around the pit. only the stretch from L3-L12 is open like a balcony. the rest of the pit is walled.
maybe this is better: map
| Hungry Voodoo |
Lockjaw hesitates as he considers trying the narrow catwalk in his unwieldy armor would be certain suicide. Karrak grips the heavy chain supporting the jangling cage tightly as the frenzied ghoul beneath him keeps lunging with blackened claws. A horrible claw manages to fasten onto his ankle above the boot lacerating his flesh and sending the chill of the grave through the priest's body.
Karrak- 6 slashing, DC 13 fort or paralyzed
Round 1
Karrak
-R2-
Tarrar
Chitleen
Lockjaw
Dead
| Karrak Ironhand |
Fortitude 1d20 + 6 ⇒ (11) + 6 = 17
Karrak grips the chain and channels, feeling a wave of divine energy radiate from him.
harm 2d6 ⇒ (2, 3) = 5
HP: 24/30
Wearing mystery breastplate instead of masterwork agile breastplate
AC: 18 + ?
Channel Energy 2/4 remaining
Deflection Aura 0/1
Touch of Good 2/6
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)
Summon Monster I
| Chitleen Shudra |
Round 2:
With Karrak still in danger, Chitleen reverses back to his original position and hurls another vial...
Alkahest: 1d20 + 7 - 3 ⇒ (7) + 7 - 3 = 11 for 2d8 + 4 ⇒ (6, 2) + 4 = 12
Throw at the Eastern ghoul. Precise bomb to protect Karrak from splash.
1d8 ⇒ 1 miss direction, 6 splash DC 15
| Hungry Voodoo |
Tararr- sling? 1d20 + 7 ⇒ (13) + 7 = 20 DMG 1d4 + 5 ⇒ (1) + 5 = 6
Karrak releases a burst of divine radiance that roars like the opening of a furnace door. The ghoul cowers at the bottom of the cage and suffers only a mild burn. A moment later Tararr's sling bullet zings through the bars and hits the undead with a crunching sound. Chitleen launches a vial at the cage, but it falls short and disappears into the void. The ghoul springs upward grabbing at the dwarf flesh so tantalizingly close just through the bars, but Karrak pulls himself upward and its claws only close on air.
Round 2
Karrak
-R3-
Tarrar
Chitleen
Lockjaw
Dead
| Karrak Ironhand |
Once more, Karrak calls on Torag and channels a blast of energy at the ghoul.
2d6 ⇒ (6, 4) = 10
HP 24/30, no more channels
HP: 24/30
Wearing mystery breastplate instead of masterwork agile breastplate
AC: 18 + ?
Channel Energy 0/4 remaining
Deflection Aura 0/1
Touch of Good 2/6
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)
Summon Monster I
| Tararr Trollspiltter |
Tararr relaxes his tensed muscles, letting his sling rest at his side. "Once knew a halfling who'd dropped an ogre in one flip of these things. Never questioned their power after that! Hahaha. You okay over there, beardling?",he shouts to Karrak. "Looks like we've met the other friendly neighbors."
| Hungry Voodoo |
From what you recall, those two cages were occupied yesterday though you hadn't time to closely inspect them. How the werebats secured them is a mystery though you suspect that the cages were unlocked after they left.
A thorough inspection of the area around the great vent finds that all the werebats have left. The crosswalks lead to small chambers that look like they were lived in by the females and children by the broken bits of basketry and toys remaining. Abid's quarters look to have been richly furnished, but now hold only shattered pieces of wood and screens and rugs and rich paintings that have been slashed and fouled with guano.
| Chitleen Shudra |
Chitleen regards the chambers that the bats dwelt within by comparison to the caravanserai that they have currently been using as a fastness.
Does Chitleen think here is more defensible than where we were?
Apart from that, he pulls out a small attar to hold beneath his nose - mollifying the stench of guano as he picks through the detritus to see if the bats missed anything...
Searching - take 10 for 22
| Hungry Voodoo |
It will take quite some time and effort, but Karrak believes he can restore and clean the carpets. The paintings and other furnishings are destroyed though. Chitleen carefully picks through the debris, but finds nothing else of value. The bats have been quite thorough to take all they could carry and defile whatever was left behind. At least the fine dwarven crossbows and bolts were recovered from the fallen lycanthropes.
Though the upper armory is quite defensible, Chitleen doubts it is as habitable as the caravanserai. It is possible that troubled spirits still haunt the keep. Certainly the bale fires in the smithy continue to burn producing a haze throughout the area. The great vent itself feels somewhat exposed to a non-flyer. One stumble and a dwarf could fall into the bottomless gulf.
| Hungry Voodoo |
With the pillaged crossbows, blades and reeking carpets, the adventurers make their way out of the upper armory. Rather than brave the heavily damaged drawbridge, they lower themselves out of the battlements to the ramp. Below in the shadowy area at the back of the Transept, Chitleen thinks he sees a pale humanoid form move between the pillars of an arcade.
Soon they have climbed back over the wall and into the bright daylight filtering from the fore of the Transept. They are somewhat surprised at the noise arising from the caravanserai and find that their bosses have arrived. Ten dwarves including Truther and Trathis hurry about settling in with the assistance of the freed human slaves.
| Hungry Voodoo |
Your bosses, the nicely dressed one and his more ragged partner, greet you. Truther, you think, smiles, "So you've returned. Good. Has it been difficult? Where are the half-orc woman and the strange monk? Oh, and the elf wizard? This worthy fellow wrote that you'd been taking care of bats in the belfry so to speak." He bows to Aktosh.
Meanwhile the irascible Trathis frowns as he glances around, "Why is everyone deaf?!"
| Karrak Ironhand |
Karrak introduces himself to the group and explains the gnoll witch's curse to Trathis as he eyes the new dwarves.
Perception 1d20 + 4 ⇒ (16) + 4 = 20
Sense Motive 1d20 + 7 ⇒ (17) + 7 = 24
Are they warriors, priests, or what?
| Chitleen Shudra |
Chitleen is of ill humor, thoughts of Daeron's fate and the pale figure he spied upon him. At Trathis' words he snaps "They hear as much as some... more at times" with pointed glance at Tararr. He then continues "The elf wizard is dead... for now." but deigns not to elaborate upon his half answer.
| Hungry Voodoo |
The business partners seem to ignore Chitleen's obscure explanations and Truther gives Karrak a look that suggests elves can't handle too much time underground. The pair certainly don't look like warriors or priests. They look like experienced miners and businessmen though they likely have had a wide array of experiences and skills.
Trathis grunts and gets to the point, "So you've got rid of all them blasted spirits then?"