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miss?: 1d100 ⇒ 23
Sajan drops the man in blue.
Red continues his assault on Meridth opening up a massive wound on her, stepping further into the fog for protection after his blow.
attack: 1d20 ⇒ 14
damage: 1d10 + 7 ⇒ (8) + 7 = 15
Status, everyone has endure elements, inspire courage +1 to hit and damage. bold may post
Sajan
Deluge -
Garn
Meran -
Grog -
Meredith - 26 damage
Red (SM) -25 damage ; in mist, 20% miss.

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Meran screeches, but continues her song. She stabs at the guy in front of her.
Rapier: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Miss 1-20: 1d100 ⇒ 38

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And finally he goes down too.
The team checks around in the fog for a while, but there are no other obvious combatants.
The men are all armed with dwarven war axes and armored in scale mail with shields. Each have a couple of flasks on them, one each of which shows up as magical when you check.

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Garn sniff the bodies of each of men, but loses interest quickly. He moves forward some distance ahead, together with Snowball, in case more should come. He then waits for the rest of the party to get ready.
I forgot to mention that Garn wouuld have passed his wand of CLW to someone before he shifted. GM, can I retcon that? :P

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Meredith pants. The axe wounds were pretty nasty. "Thank you all."
Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24
Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22
Meredith inspects the potions, to understand their nature. If any of them are curative, she drinks one before pulling out her wand.
CLW: 8d8 + 8 ⇒ (1, 4, 1, 3, 2, 1, 4, 1) + 8 = 25 Wow, these are some terrible d8s
"That took much longer than expected. Let's press on."

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"Well, that went pretty well," he says after making sure his precious wineskin is intact. In fact, Deluge managed to exit the battle without a scratch, not one tear in his outfit.
Though the combat is over, the mist persists. Deluge joins the examination of the fallen though he has no clue about the potions.
Perception: 1d20 + 11 ⇒ (16) + 11 = 27

Sajan, Level 4 Pregen! |

"Let us look for the missing monks," respectfully requests Sajan. "If some of these potions can enhance one's muscle mass, I would gladly accept one; these foes are heavily armored, and greater force is required to bring them to submission."

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@Garn We can have had Garn drop his CLW wand when he shifted, but he did it in combat in the mist, so passing it might have been a step too far. Dropped someone else can easily pick it up though.
Meredith notes that each of hte knights had a potion of cure moderate wounds. Nearby empty bottles smell like they used to have endure elements potions.
The southern walls of this messy campsite are covered in shaggy brown filaments.

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Meran pickes up Garn's wand of Cure Light Wounds, and tucks it away.
"Who else is hurt?" she asks the group. She picks up the full flasks if no on else does.

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Meredith drinks 2 flasks, and then uses her wand for the rest.
The flasks heal: 1 + 4 + 1 + 3 + 3 + 3 = 15
and then
her wand heals: 2 + 1 + 4 + 3 = 10 her 3 more times.
Knowledge(Nature): 1d20 + 8 ⇒ (11) + 8 = 19
"Brown Mold." Meredith points at the filaments. "Stay close to the wall."

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Kn Nature: 1d20 + 6 ⇒ (4) + 6 = 10
"Mold can be nasty. Never had any of that particular stuff in my home. Glad you spotted it. What does it do?"

Sajan, Level 4 Pregen! |

Sajan humbly requests one of the two remaining flasks, if Meran accepts.

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Brown mould feeds on heat, probably why it is doing so well here. However as it extracts the heat from the air, it leaves quite a chill behind.
Oddly the majority of the room iself is in darkness, with torches at the three exits only. Which way are you going? North or West?
Who knows what treasure may lurk among those possessions abandoned to the mould?

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"The brown mold is probably used to control the heat levels. This cavern is quite warm." Meredith looks around.
"Shall we go north?"
Unless someone has a source of cold, I say we leave the mold alone.

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"Ingenius! We should leave the mold. It could come in useful later and if we destroy it, it might cause harm to the captives if the heat rises."
"Lead the way," he says to whoever is in front at the moment.

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The majority of the tracks are from here back the way you have come.
Opting for the northern route the pathfinders carefully skirt the mold.
To the right you see what is presumably the bottom of the elevator. To the left.. something quite remarkable.
This would be an unremarkable cavern were it not for the metal tower that occupies most of the space and pushes against the fractured ceiling.
"Declare yourselves!" comes the call from the tower.

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Meredith raises her shield. "We're here to find a monk named Bertag. These caverns were abandoned over a century ago. Who are you?"
Diplomacy(Aid): 1d20 + 2 ⇒ (13) + 2 = 15
Meredith manages to not insult them.

Sajan, Level 4 Pregen! |

"I am Sajan, a humble monk learning the wisdom of Irori wherever I go. This time, yes, the learning involves rescuing a monk named Bertag. The masters of his monastery told us he disappeared after an attempt to strike out at the minions of Rovagug. We have defeated the ones guarding the entrance. Who are you?"

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Deluge jumps a foot when the voice booms out. he squints in an effort to see who is at the top of the tower.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15

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After his initial surprise, and seeing the tact Sajan takes, he calls up "Is it hot up there? Why don't you come down and get cooled off?"
Diplomacy aid: 1d20 + 3 ⇒ (11) + 3 = 14

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Lots of diplomacy aid, nobody wants to lead? Given Meran has an okay bonus, I'll take hers as the lead.
"I'm Beran, but who are the rest you? And we're nice and cool in here, thanks very much. He sounds tired and suspicious.
"Do you have any food?" he calls out hopefully.
"And maybe tell me something that the Hellknights wouldn't know, so I know I can trust you."

Sajan, Level 4 Pregen! |

Sajan passes 2 days' worth of trail rations through the opening.

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"Um, there's a book called the Unbinding the Fetters, it's a holy text of Irori. We found it in the monastery and they made us read it. Something about self-perfection and... look, it was a book we had to read for several hours. And then we climbed a tower with air spirits or something."
"I mean, I can go over the trials. If you want."

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It takes a bit of talking but eventually the door to the tower is opened. Seven hungry figures come out. One, a dwarf introduces himself as Bertrag. "I allowed the knights to capture me, so I could find out where they were hiding and infiltrate them." he tells you.
"But then I discovered they were sacrificing their slaves to a horrible creature further down in the mine, and.. well.. I couldn't leave these poor souls to that fate.

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Garn and Snowball stands near the front, keeping a low profile for now. In this form, Garn clearly is unable to speak. Not that in human form, his usually gruff words would be of significant assistance anyway.

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Meredith smiles. "Thank you for what you've done here." She lowers her shield to shake Bertag's hand.
"Looks like we have a creature to kill and a cult to obliterate. What does the creature look like?"

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Meran hands over more food. "We can't have people be sacrificed. It makes for a good beginning of a story only if the beast is defeated. We need more epic acts. Tell us more about what we'l find further into the mine."

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Bertrag describes the route below and a horrid lake of foul fumes. "It is there that you will find the cult leader, Tasutek, and his creature. I don't know what it is, but it resembled a kind of horrible melted spider...thing."
He shudders at the memory. "The mere sight of it made me all but lose my lunch."

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"Weeelll, we are dealing with a cult of Rovagug. I guess it had to be expected that we would run into some monstrocities, right?"
Deluge takes the whole spider thing with a shrug. Spiders don't scare him and he figures if it is half melted then it is already half dead.

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"We've cleared out the path to the entrance. Go along the tracks. Take the horses with you if you can. We'll move on to the cult leader." Meran will take her spot in line when everyone is ready to move forward.

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"Thank you. We'll take the leader down."
She casts Longstrider and Barkskin before advancing.

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The dwarf and the others spend some time eating, and then cautiously head off, back toward the horses and fresh air.
Map is updated. I'll wait a moment or two incase you want to further buff yourselves up.

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Assuming we are still within 50min of entering the place, Garn still has one more casting of barkskin to dole out. Anyone would like it? Grog?

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No buffs here, at least not at this time. Deluge is ready to head out to the southwest.

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Garn steps towards Grog and starts some strange ritual, involving random snarling and some hopping around. Finally, he clamps his maw over Grog's shoulders without breaking skin, which causes the skin to stiffen to the hardness of oak tree bark.
Grog, +2 nat AC.

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The tunnel leading from the trapped fortress gradually descends over the course of another 500 feet, occasionally branching out into short side passages and broader chambers. Every now and then you end up squeezing through the occasional tight spot, and peeking down dead ends. Overall you make it down in about five minutes.
Greenish filaments crisscross this flooded chamber, whose pools of murky water release strange, foul-smelling fumes. Large boulders protrude from the water, many covered in profane markings and bloodstains.
The air here is painfully hot, and the rocks and pathway are slippery.
As you round the corner you hear a clear voice calling to you.
"Ahh, my children. Come. Come to your destruction. Your bodies will be rent is a most seemly manner..."
And lets open with a will save and a perception check from everyone
Status, bold may post. Will DC 15 please. If you fail you are enthralled, if you save, take your action.
Sajan
Deluge -
Garn
Meran -
Grog -
Meredith -
Priest

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Will: 1d20 + 4 ⇒ (12) + 4 = 16 I have a +2 if it's an enchantment, and a +4 against sonic or language dependent effects.
She immediately begins a Countersong to try to counter the effects of the priest. Then she moves forward.
Perform Sing: 1d20 + 10 ⇒ (10) + 10 = 20

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will: 1d20 + 7 ⇒ (11) + 7 = 18
perception: 1d20 + 10 ⇒ (7) + 10 = 17
Garn the dinosaur roars in fury at someone attempting to manipulate his mind. With a terrible roar, the powerful legs power him down the passage, round the bend, and to propel him over to the rock that the man is standing on.
acrobatics, jump: 1d20 + 2 ⇒ (10) + 2 = 12 The gap seems less than one hex wide so this should be enough?
Garn now has 70ft movement, so should be able to reach with a double move. Unless of course there's some trap before that.

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will: 1d20 + 4 ⇒ (10) + 4 = 14 Gah!
Snowball, however, stands entralled, ignoring the commands his master gave to follow.
If Meran's countersong works, I'll then post Snowball's actions.

Sajan, Level 4 Pregen! |

Will Save, Still Mind, Religion Unfriendly to Sajan's: 1d20 + 5 + 2 + 4 ⇒ (15) + 5 + 2 + 4 = 26
Sajan double moves along the rocks. He takes his wooden holy symbol of Irori from around his neck and stretches the leather cord tight around his fist, adopting a martial stance while clearly presenting the symbol of his way of life to the rambling degenerate priest.

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This is a language dependent enchantment; As such Snowball is unaffected.
Meren starts to sing, breaking the effect of the mans words.
Garn meanwhile races ahead, as he leaps the gap he finds himself enmeshed in a web, while the rocks themselves are increasingly slippery.
Those next to the water must make a fort save (DC10) each round or be sickened. Climbing over the rocks is a DC12 check. And Garn, can you give me a DC 16 reflex (if you make the climb check) to to avoid the web.
Status, bold may post. Will DC 15 please. If you fail you are enthralled, if you save, take your action.
Deluge -
Grog -
Meredith -
Priest
Meran - singing
Sajan - Fort and Climb rolls please
Garn - Fort, Climb and Reflex rolls please