
Grommund Geargrip |

Grommund looks at the farmer leaning against the wall, "Are ye daft lad? We ARE the town. We've been sent here as their representatives. We did negotiate a peace treaty, we just haven't told the town the good news yet. If they're too stoopid or stubborn to say yes to what we've arranged, that's their own damned fault. If ye're just gonna b*tch about it the rest of the time we're here, go back now and start negotiatin' yerself! We got real work ter do."
After giving Larry the (presumably) unwanted lecture, Grommund wanders off to continue his search, grumbling about humans under his breath in dwarven. Once they are finished he checks the next door for traps and opens it.
"We go three sets o' double doors. I'm thinking our right side first, in case it loops back to where we just were in compost, get that section of the Citadel cleared," The dwarven rogue suggests, pointing to the southern door.

Larry_Andoran |

"And if we are too dead to tell the town about it, like the ACTUAL heroes we've come to track down, what peace deal will exist then? We're here right now so you can all feel better about what you promised, not because it is the best thing for the village."
I love him not thinking of himself as a hero. <snicker>

GMMichael |

The party enters the hall, lit by the strange bio-luminescence of the vibrant green bushes poking through the flagstones of the dwarven keep. Trying to avoid the plants as much as possible, the group makes their way south to the set of double doors, where Grommund goes through his intricate check of the doors and walls and floor. 6 minutes later Grommund says there are no traps and the group arrays themselves in front of the door.

Klor Kragsson |

Klor follows along. nods his approval of Grommond's lecture, no need to add to what was already said.
besides there's a mystery here that needs to be solved and a dwarf hunter that needs to be tracked down.
only thing on Klor's mind right now is finding that dwarf hunter that got the best of him earlier.
you says its clear? then we go go Klor starts to open the doors

GMMichael |

The door is pushed open and gone is the vibrant green foliage shedding its greenish hue on the walls and a sickly pale violet fungi clings to the floor here and large mounds. This time the bio-luminescence is a pale purple. The room is shadowy and hard to see in, for all except Klor, Grommund and strangely enough Tae. Everyone feels like they are on a night with clouds covering the moon.

GMMichael |

Ekan Waterfield |

Tea? Ekan wonders why anyone would do that here of all places, but waits till the others go through. He'll follow once they are. It's hard to see past the taller members of the party sometime, which is pretty much everyone, but it's comforting to have them taking the forefront Can't deny their courage.

GMMichael |

The doors slide open as Grommund and Klor both grasp a handle and push, and they come into another odd looking room of fungus. This one has sickly green-gray fungus with puff balls clinging to the floor in mounds. towards the center of the room on the right side is what appears to be a worm like creature, blood red and steaming from the heat emanating from it's body. Its head snapped towards the party and a beak like mouth snapped open and shut once before it launched itself towards them aggressively.
Grommund Initiative: 1d20 + 5 ⇒ (5) + 5 = 10 Klor Initiative: 1d20 + 1 ⇒ (15) + 1 = 16 Zarrick Initiative: 1d20 + 1 ⇒ (5) + 1 = 6 Ekan Initiative: 1d20 + 2 ⇒ (1) + 2 = 3 Tae Initiative: 1d20 + 2 ⇒ (11) + 2 = 13 Larry Initiative: 1d20 + 5 ⇒ (3) + 5 = 8 Erky Initiative: 1d20 + 1 ⇒ (15) + 1 = 16 Thoqqua Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Party goes first then Thoqqua goes.
Map issues-Any square with more than 505 of the square with green fungus, is considering hindering terrain for movement. requiring 2x movement cost to move through.

Grommund Geargrip |

"Torag's testes! What in the nine hells is that? It looks hot," Grommund says, grabbing his sling. He loads a stone and lets it fly at the creature. His stone bounces off the creature's stony hide harmlessly. "Well that didn't work."
_____________________
Sling: 1d20 + 3 ⇒ (8) + 3 = 11

Tae |

Tae fires an eldritch bolt at the creature.
ranged touch: 1d20 + 3 ⇒ (9) + 3 = 12
dmg if hits: 1d8 + 1 ⇒ (5) + 1 = 6

Klor Kragsson |

Klor looks to this creature. feeling the heat radiating from it.
Just like workin a forge I say. Klor moves in to give this worm a sound slashing.
attack roll: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d10 + 3 ⇒ (10) + 3 = 13
reflex for the Axe DC 13: 1d20 + 1 ⇒ (15) + 1 = 16
Klor slashes into the creature managing to pull the blade away before any of the heat can affect the blade of his axe.
cannot see the map from my computer so not sure on positioning yet

Larry_Andoran |

Larry trys (and fails) to work his way into the room in order to attack this . . . thing. Once he gets as far as he thinks he can, Larry throws the spear he's holding at the creature, but the throw goes high.
----
Move to F11
Thrown Spear: 1d20 + 3 ⇒ (8) + 3 = 11

GMMichael |

Rd 1
Grommund takes a step into the room to make room for the others and pulls a sling out loading a stone, twirling the sling around his head and loosing a stone, it clatters harmlessly off the wall behind the strange worm-like creature.
Trying to stay out of the Fungus area's, Tae moves in and along the wall to get a clear shot at the creature and losses a blast of eldritch energy on the creature. Its skin turns bright white where her blast hits and it snaps its head towards her.
Wanting to draw the Worm to him, Klor moves into the fungus patch between The worm and Tae and readies his axe for its approach.
Ekan casts a spell that brings up a shimmering field of force that always seems to interpose itself towards who he looks at. duration 20 rounds
Running straight in, his footfalls sending up clouds of spores, Larry chucks the spear in his hands at the worm, and it sails high and hits the wall behind the worm and bouncing down to the floor below.
Zarrick steps into the doorway, and changes to his crossbow, loading it.
Erky moves forward to get a better view, but holds off on doing anything.
The worm moves quickly through the fungus, leaving it shrivelled and burnt as he goes coming towards Klor who strikes out at it cutting a deep gash in its back, and jerking the blade back out before a gout of fire like blood engulfed his axe.
It strikes out at Klor attack: 1d20 + 4 ⇒ (15) + 4 = 19 vs AC 20 and slams its hardened beak into his armored body, but cannot find a place that is not armored to grasp him through. He feels the heat radiating from its body and a few of his beard hairs shrivel
HP: 28/9 AC-15 Flat Footed-14 Touch-11 CMD: 15 (Cannot be tripped) FO: +5 RE: +4 WL: +2. Immune to Fire, Immunity to bleed, paralysis, poison, sleep effects, and stunning. Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. Body radiates tremendous heat. any physical contact causes 1d6 fire damage. Weapons that hit require a character make a DC 13 Reflex save or the weapon takes 1d6 damage, ignoring the first 5 points of hardness. Weapons that take more than half acquire the broken condition, and weapons that take their full damage are destroyed.
Map issues-Any square with more than 50% of the square with green fungus, is considering hindering terrain for movement. requiring 2x movement cost to move through.

Ekan Waterfield |

I wonder if it's more resistant to cold? or more vulnerable?
Ekan flings a ray of frost at it to find out. Experimentation is the soul of academic research, after all.
Ranged Touch Ray of Frost, -4 since it is in melee counted in 1d20 ⇒ 17
The ray of frost shoots past Klor and strikes the target.
Dmg 1d3 ⇒ 1
And the halfling manages to annoy it, clearly cold does have SOME effect.

Tae |

Tae sends another bolt of eldritch energy at the creature.
to hit, ranged touch: 1d20 + 3 ⇒ (19) + 3 = 22
damage if hits: 1d8 + 1 ⇒ (2) + 1 = 3

Ekan Waterfield |

"Let me take a closer look...though, not too close. It's still giving off some powerful heat. You okay, Klor?" Ekan asks even as he inspects their downed foe.
Knowledge Nature: 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge Arcana: 1d20 + 8 ⇒ (19) + 8 = 27
knowledge planes 1d20 + 7 ⇒ (7) + 7 = 14

Tae |

"I don't know what it was, but it certainly looked and acted hostile. I'm glad there was only one of them. Is everyone okay? any healing needed?"

GMMichael |


Ekan Waterfield |

"It's from another plane... yes, I remember reading about this. This...uh, it's called a Thoqqua, is from where the planes of Fire and Earth touch. Cold works very well against them... I should have remembered that from the start. Sorry. We may have some sort of otherworldly spill, otherwise it wouldn't be here." He rattles in amazement. "Best we defeated it though... would have caused a lot more fires if it got out of this place."

Ekan Waterfield |

Ekan takes a moment to detect any magic he can in the area, his hawk on his shoulder lending her sight. They need to move quickly, he knows, but maybe there's something here that can help them succeed.
Detect Magic
And Perception with Familiar 1d20 + 4 ⇒ (3) + 4 = 7

Grommund Geargrip |

Grommund searches the Thoqqua's chamber and then continues up the hallway, searching at intersections until he gets to the next door. He searches it, unlocks it if locked, and once everyone is ready, opens it.

GMMichael |

A quick check of the room doesnt find anything at all except for the dead body of the Rogue Elemental Worm, still emitting a fading heat. and the constant puffball fungus.
Grommund moves to the other door in the gallery and methodically goes over the doors and floor finding nothing out of the ordinary. and as the part catches up to him, he opens the doors seeing another grand hall like the one they stand in, beyond. At the edge oif their darkvision another set of doors and to the right one also. Once more this hall is dimly lit with a vibrant sickly green light from the bushes within.

GMMichael |

filing around the vibrant green bushes, the group makes their way to the next set of double doors of this once proud dwarven stronghold, turned gardener's paradise. The pungent odor of fertilizer rises from the floor where tiles have been pried up to expose the soil below from which the bushes sprout. Always present is the vibrant green light given off by the plants.
Grommund goes through his routine checking the area before the door thoroughly taking the requisite long minutes to do so before declaring it void of traps.