
Terquem |
I'm working out a long post, a response from the Old Dwarf to Hallister's question about why the work crews are here - I hope to have it up this morning
Hall - Outogal is legendary Goblin King from ages past, an individual who predates the appearance , on this island, of the Vampire Queen. It has recently been uncovered, that his tomb might actually lie somewhere deep in the same complex. The ghost king, Heelgodd, is the ghost of a goblin king who lived, ruled, and died sometime after the Vampire Queen came into this world. He related what he had learned about her in this post

Terquem |
I just put up a big post. There is a lot of information in it, some of it would not normally be known to the common dwarf, goblin, or gnome, but Hallister, Miagnik, and Chuffer may have some memory of old Goblin Pantheons.
I will try to send a PM to each of you who might know more about the history of Goblin Pantheons, but I want you all to know that it is not a fully fleshed out pantheon. Several Goddesses and Gods have been described as part of the plot of this adventure, but I’ve left a great deal more of the possible goblin deities undescribed (and if anyone has a suggestion for other goblin deities that might mesh with this pantheon, I’m willing to hear your ideas). The whole goblin pantheon has a strong “spider” theme to it, so keep that in mind. Either the Gods and Goddesses are “spider like “ in some way (such as having multiple arms, or spider bodies with goblin torsos) or act in what we might call “spider-like” ways.
Once the old dwarf is gone, your group can get to know each other better, describe what your character’s goals are, and then set out to discover the secrets of this level. You may encounter monsters here, but you also may encounter dwarven/goblin/gnome workers who do not have a clue as to the real nature of this place. And some of them may have valuable information for you to discover.
If some of you are a bit confused, let me just try to clarify (for you as players, your characters can be as confused as you want them to be) that there are, in fact, two simultaneous plots going on here, one involves the curse of the Vampire Queen, while the other involves the history of the goblin kings, their Gods and Goddesses and the tombs that are found here.

Mixz Shadowfoot |

Just a heads up. I will be leaving Thursday morning for a 4-day retreat at the beach that lasts til Sunday afternoon, then I have a Sunday night concert to attend. I will take my computer with me, but I may not be able to post much til after I get home. Please feel free to bot me if I delay the game at all.
On Monday, my dog goes into surgery and when he returns home on Tuesday, I will be on a full-time home care regimen with him. He needs to be walked with a belly band whenever he needs to relieve himself or get up to get a drink or eat, so it will be a busy time. (He's an almost 100 lb st. bernard puppy, so he can't be carried for these things).
I'll be able to post regularly again starting Monday, but perhaps not as frequently as usual for a while.... Anyway, sorry in advance for any lack of posting on my part. I will do the best I can.

Hallister Silverspike |

A few questions-
I remember us having official paperwork about this mission. Something with the royal seal on it or some such. I think we used it back at the fort where we fought the possessed guy with the sword and amulet. Do we still have that?
Also, is there a way to get back to the ghost king's tomb from here?

Terquem |
I've been searching and cannot find any posts I made that mention Papers, but I need to go over all the post made when you were in the capital, delivering one of the boxes (the broken one from the mine). If there was any mention of them there I will find it, but I don't think there was.
King Heelgodd's tomb is on the first level of the dungeon, in the right hand passageway, the first one you come to after entering the dungeon, and you can remember how to get there easily. You must pass through the second level to get there, and in time the Bridesmaids and groomsmen will have regenerated. The first level is under the control of Galinea, and since you left her you do not know the situation there, but before you left her you learned that she and her goblins had fought off a group of zombies who were returning to the Palace.

Hallister Silverspike |

Hmm. Maybe I'm misremembering how we proved that we had the authority to deal with the situation.
Do we have anything that says who we are and what we've been tasked to do?
How did these workers get into the dungeons? Do they have another way to the surface?

Terquem |
Okay, Dropbox works a bit differently now, but I have an
Adventure Map
linked at the top of the page. I'll try to see if I can shift over to Google so that everyone can move their own tokens, but in the past I've struggled with adapting everything to the right size, but I will work on it. For now you can see where your token is, and if you need to move to a specific place you can use and occ tag to tell me where you are moving to by the grid reference

Miagnik |

Yeah, I'm pretty sure those were the doors that supposedly had the Goblin Arch behind them and that by sealing them we would weaken the power of the Vampire Queen.

Terquem |
He places the lantern on the floor between the doors that go north and south, and then with your help he opens the doors on the south.
A dark passageway leads to the south. Immediately on the right (the west) there is a ten foot wide pair of five foot stone doors, while ahead, some sixty feet, you see, in the shadowy light at the limit of the lantern’s range, a decorative archway, with a pair of massive stone doors set between thick columns. This archway and doors are carved with strange symbols
I want you to start with that door. Seal it from the floor to the ceiling, covering the columns and arch completely. When you are done there, Head to the west, there is a small stone door there that also needs to be sealed, but well, be careful at that door, do not try to find out what lies on the other side. I can’t tell you I know what the danger is. I’ve been warned myself, and I took the warning seriously enough. When you are finished with these doors you can come back upstairs for a meal, and a rest. Then I’ll show you your next job.

Miagnik |

Knowledge Religion, Aid another?: 1d20 + 2 ⇒ (16) + 2 = 18

Terquem |
Looks like Hall as a good amount of information about those strange doors, what will you do now?
Also, this weekend I'll be setting up some new playground equipment for my granddaughters, and otherwise getting pulled into a few Easter day shenanigans, so my posting might be slow this weekend (well, slower than it is for my usual slowness anyway).
Eat some chocolate if you are allowed such things (I'm currently not, sheesh)and have a happy Easter

Mixz Shadowfoot |

no chocolate here either, sad to say.

Mixz Shadowfoot |

sorry for my absence... I've been sick with a sick family member to care for as well... will catch up in the am.

Terquem |
Since, technically, everyone has an opportunity to act before the wights act again, I'll wait one more day for other posts and then I might have to NPC a few people
Mixz - I've shown you moving to a place away from the wights. Now I'm not exactly sure how the whole Acrobatic rolls are supposed to be made, but I'll do some homework tonight and let you know if an AoO will be made.

Terquem |
I'll get an update going as soon as I can - with reflex saves for the Wights, and an AoO against Miagnik and Mixz
Grunder - The doors are always a bit awkward to represent on the maps (and in my past I have wasted too much time arguing with players about the effects of open doors) - so as far as I'm concerned you can ignore it (it is open far enough to allow full access to the area it represents).

Mixz Shadowfoot |

Ok...been having spotty wifi...on phone now

Miagnik |

Miagnik can move down just a little bit and hit the Wights with another blast of fire magic if everyone else is willing to wait.

Miagnik |

That is exactly where I intended to move. Thanks, Terquem.

Terquem |
This is where the Pathfinder rules and I do not get along very well. I don't like to be nit picky about initiative order, but the rules sort of force me to be.
After Miagnik casts Burning Hands the second time (round 2), Grunder (who delayed) Mixz, and Hall can move AND THEN the Necromancer acts (before Zeebu, sorry). So if Hallister wants to move when Zeebu moves, he would have to wait until after the Necromancer acts
And this is critical – so I need to know right away if Hallister will delay until after the Necromancer acts and then He, Zeebu, and Chuffer will act

Terquem |
PbP game posts being what they are, and me being what I am (slow to be sure) often the exact order of things gets a bit confussing
So let me try to make sense of how I judge the events so far (I’m sorry if this conflicts with what you wanted to have your character do)
Round 1
Necromancer – flees to corner
Zeebu – (This one is a bit off in timing, the wights have not moved, but Zeebu’s post implies he attacks the Wight that “came at him” so I should have adjusted his Initiative to 19) – Attacks Wight
Chuffer – casts Air Gyser
Wights – moved into Melee
Grunder – changed weapons and moved
Mixz – moved
Miagnik – Cast BH
Hall – attacked
Round 2
Necromancer – ???
Zeebu – (again, a bit out of order – could have moved before Miagnik’s second BH, but sort of did and sort of didn’t – I rulled he delayed)
Chuffer – Flying/moving
Wights – Attack
Grunder – Delay to Initiative count 8 then moved
Mixz – moved
Miagnik – Cast second BH
Hall – again, did not need to delay, so moved
Round 3
Necromancer – Casts Lightning bolt (catching Hallister, Grunder, Aralk, and Chuffer)
Zeebu – Double move (map has not been updated)
Chuffer – casts Steal Breath
Wights – destroyed
Grunder – ?
Mixz – ?
Miagnik – ?
Hall – ?

Mixz Shadowfoot |

Heads up all... I am going to Gamex this weekend... we leave early in the morning and not sure when/if I'll be able to check in before Monday night... If I can post, it will be limited in time with brief posts... Please feel free to bot me if I'm holding things up... thanks...

Miagnik |

Enjoy your trip and your pool party, we'll be here.

Zeebu |

Hi,
I'm posting this on all my PbPs, as player or GM - I had a family emergency last Monday, due to an accident, and had not been able to post or even communicate of my absence. In parallel, as a consequence of the situation not improving, my undivided attention on such matter will be required on the months to follow and, therefore, I'm stepping out of most of my activity online. I apologize for the inconveniences it might cause and I wish you all the best, and fun on your games. Thanks all for the understanding and for the opportunity to play with you.
The Chess / adsapiens

Hallister Silverspike |

Hal mentioned that name a few minutes ago in-game
"The symbols on the doors are the sign of the Een’Droth. She used t' be the matriarch of the goblin pantheon of gods. Now, she's mostly forgotten. Those others are Rath’Zeen the goddess of discord, and Tiraen’Drapath, the goddess of truth."
"Those ones on the arch and the columns are symbols of lesser Goblin Gods. That one's Nas’Golgag, who rules over evil undead in goblin cosmology. That one there's Nesk’Atheen, the goddess of the afterlife where worthy goblins go, and next t' it is the sign of her shepherdess, Haav’Threen."

Hallister Silverspike |

I want to make sure I'm getting this right before I post.
Omara is the spider-centaur goblin who we talked to outside the main gates. She's leading a horde that is fighting back against the undead. She's probably not trustworthy, but on our side right now.
Is that right?

Miagnik |

Yes, she's the Drider. Holding back the Giants I think.

Terquem |
I'm not altogether sure what the final disposition will be regarding the Goblin necromancer, but if it helps I can suggest that Zeebu, who has asked to bow out of the game graciously, can take a tied, gagged prisoner to Galinea. We can say that Zeebu knows who she is and where to find her, thus getting him out of your hands for the moment, and letting Zeebu step away from the action for a good reason.