
| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            HP 24/34
As they gaze at the open cavern, Stonewall says, ”I’ll go get the cart. Say, Alset, can you heal me up? I’m feeling a little burned.”
When Stonewall returns with the cart, he says, ”Think there’s any way to cut that rope without getting squished? Ood, you think you could climb up there?”

| Odie Ross | 
 
	
 
                
                
              
            
            "A dwarf?! Odie is proud of his Orc-ness! Anyone else want to use it or should we sell it?
After seeing the hanging Indy Boulder, Odie ask Alset "Hey, you think you can shoot that rope from a safe distance to activate the trap?"

| Alset Kirk | 
 
	
 
                
                
              
            
            Alset replies to Odie, "I don't know, but I don't think I want to waste any arrows. We're going to meet a dragon soon and I'll need them to remove any minions hanging around it. Can you perceive where the trigger is? Perhaps we can set it off remotely. Or we could just cut the rope. Is it a trap or some kind of lift counter-weight?"
Alset heals Stony.
Heal | Wand CLW: 1d8 + 4 ⇒ (1) + 4 = 5
Heal | Wand CLW: 1d8 + 4 ⇒ (2) + 4 = 6
"That's it for the CLW wand it's all used up."
Ahhhh, the terrible rolls return. Thus requiring a second heal and using up the wand.

| GM Mervikoth | 
 
	
 
                
                
              
            
            Ood clearly sees that the rope is attached on the rock near the rooms you are in. The kobolds would hear intruders pass and then sneak out and pull on the rope once the intruders passed them going down the tracks. A simple cutting of the rope will render the trap useless.

| Alset Kirk | 
 
	
 
                
                
              
            
            "Ood, do you need a knife to cut the rope. I have this nifty dagger and a skinning knife that would slice through fairly easily." Alset extends the dagger, hilt toward Ood.
Alset will stand guard for Ood with his bow ready, if any kobolds are seen.

| GM Mervikoth | 
 
	
 
                
                
              
            
            The rope hangs limp and ineffective, the boulder secure above the tracks.

| Alset Kirk | 
 
	
 
                
                
              
            
            "Looks like we've found the next trap. We should be safe for a while."
Alset resheaths the loaned dagger and takes up his position at the end of the line.

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Stonewall sees Odie pushing the cart and says, "I'll go first Odie, my shield will provide me with more protection in case we are ambushed again."

| GM Mervikoth | 
 
	
 
                
                
              
            
            As you make your way out onto the tracks, you see movement from the far rooms across the chasm. Four winged kobolds fly from the cavern, blasting magic from their fingers. Two shoots small arcs of lightning at Stonewall, zapping the heavily armored dwarf for 13 damage. The others cast cause fear at the heavily armored dwarf leading the party. When the first hits the second casts at Odie instead, instilling a dripping fear of flying kobolds in both Odie and Stonewall.They hiss and snarl, too far to hear anything distinct, but you can tell it isn't nice.
Lightning Touch AC: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 1 ⇒ (6) + 1 = 7
Lightning Touch AC: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 1 ⇒ (5) + 1 = 6
Will save DC 15 Stonewall: 1d20 + 2 + 3 ⇒ (9) + 2 + 3 = 14
Will save DC 15 Odie: 1d20 + 2 ⇒ (12) + 2 = 14
Rounds Frightened: 1d4 ⇒ 1
Alset: 1d20 + 4 ⇒ (20) + 4 = 24
Odie: 1d20 + 2 ⇒ (10) + 2 = 12
Ood: 1d20 + 1 ⇒ (9) + 1 = 10
Stonewall: 1d20 + 1 ⇒ (1) + 1 = 2
Mud: 1d20 + 6 ⇒ (12) + 6 = 18
Wyvaran: 1d20 + 3 ⇒ (1) + 3 = 4
Round 1
Odie, Ood, and Alset are up. Odie and Stonewall are frightened, which means they run away for 1 round. I realize these types of spells are annoying in PbP, because it means your PC does nothing exciting, but thankfully it's only for 1 round.
Mud raises his banner and gives everyone a rousing cheer. "The Muddy Mariners flee from no man, beast, or devil! ...Except these ones, apparently..." +1 attack and damage

| GM Mervikoth | 
 
	
 
                
                
              
            
            If you want to know more about Wyvarans:

| Alset Kirk | 
 
	
 
                
                
              
            
            Round 1 | HP 39/40 | Arrows 30/40 | LoH 3/5 | Smite Evil 2/2 | Wand CLW 0/50 | Wand CMW 2/50
Alset's bow twangs sharply as his bow bends and the arrow leaps into action racing toward the closest mini-dragon.
Attack | Bow: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 If they are within 30ft add another +1
Attack | Crit Confirm: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
I'm assuming crit confirmed (3x). If not we're "running away"!!
Damage | Arrow: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Damage | Arrow: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Total damage: 12 (max) + 8 + 5 = 25
Again add +3 to damage if within 30ft

| GM Mervikoth | 
 
	
 
                
                
              
            
            Each ally within 10 ft of Alset gains a +4 morale bonus on saving throws against fear effects. I'm guessing only Stony is afraid.
No one is afraid!

| GM Mervikoth | 
 
	
 
                
                
              
            
            Alset rips through the ribcage of the nearest wyvaran, dropping the thing to the ground, dead.

| GM Mervikoth | 
 
	
 
                
                
              
            
            I adjusted the location of the wyvarans. Their previous location was blocked by a stone wall I hadn't seen.

| Odie Ross | 
 
	
 
                
                
              
            
            Round 1
HP: 48/48
Odie runs up behind Ood and takes a swing over Ood's head.
"They can FLY?! What madness is this!? I fear nothing!"
Greatsword Attack: 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 30
Damage: 3d6 + 13 + 1 + 2 ⇒ (2, 2, 6) + 13 + 1 + 2 = 26
"Well, at least they still die the same..."
+1 for Mud, +2 for reptilian?

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Round 2 (with party)
Stonewall pulls out a Javelin from his back and hurls it at the southern creature.
Attack: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Oops, forgot that I go after the baddies. If I can Attack after they move, than this is what I’ll do.

| GM Mervikoth | 
 
	
 
                
                
              
            
            Odie kills another wyvaran. The other two fly out above the chasm and cast two more jolts of lightning.
Touch Odie: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 1 ⇒ (2) + 1 = 3
Touch Alset: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (1) + 1 = 2
Odie takes 3 lightning damage.
Round 2
Stonewall sinks a javelin into the southern wyvaran, but does not kill it.
Party is up.

| Alset Kirk | 
 
	
 
                
                
              
            
            Round 2 | HP 39/40 | Arrows 29/40 | LoH 3/5 | Smite Evil 2/2 | Wand CMW 2/50
Alset runs past Stony to get a better angle to attack. His bow twangs fiercely and the arrow leaps across the open air speeding toward the north (right-most) mini-dragon.
Attack | Bow: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Damage | Arrow: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

| Odie Ross | 
 
	
 
                
                
              
            
            Round 2
HP: 45/48
"They can fly and shoot lightning? This is nuts!"
Odie glairs at the flying creatures then runs around to where he thinks they might be headed.

| Ood Ironforged | 
 
	
 
                
                
              
            
            round 2
HP 35/35
shuriken: 8 
Ood deftly pulls out shuriken and throws 2 at the nearest critter.
attack: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 191d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
damage: 1d2 + 3 + 1 ⇒ (1) + 3 + 1 = 51d2 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Ood looks around for anything the might be better to throw at the fliers
perception if needed?: 1d20 + 10 ⇒ (14) + 10 = 24

| GM Mervikoth | 
 
	
 
                
                
              
            
            With a quick flick of the wrist, Ood sends two shurikens into the skulls of the wyvarans. They fall a hundred feet through the shaft, crashing into the pool of water below.
800 XP.
The room the wyvarans came from lies to the right, a waterfall falling down behind the tracks below the room. The cart path continues on around the shaft, a small platform built around the central pillar in the middle.

| Alset Kirk | 
 
	
 
                
                
              
            
            After Odie investigates the room, we'll investigate from the bridge and see what can be seen below us, then continue down the tracks.
"Anyone with substantial wounds that need to be healed?"

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Stonewall stays with the cart as Odie explores so he can watch the tracks and look down the shaft and see what he can see.
Perxeption: 1d20 + 5 ⇒ (9) + 5 = 14
”I’m fine”

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Oops, forgot that I got hit by those bolts in the first round.
HP 23/34
As Stonewall is responding, he looks and the scorch marks on his armor and realizes he has been struck. The adrenaline of the fight wears off and his skin under the armor starts to burn and he says, ”I might have been mistaken.” in a rough gravelly voice. 3 musketeers anyone?

| GM Mervikoth | 
 
	
 
                
                
              
            
            Odie sees a bag of acid hanging from a string, set to fall when a pressure plate is stepped on in the entrance to the side room. Inside the room are the sleeping nests of the wyvarans and a small collection of bones from animals they had eaten recently: bats, rats, and salamanders.
Looking down at the lowermost level, Alset can see a pool of water under the waterfall about 10' deep and the tracks leading across a small bridge to an in-progress excavation of a vein of silver. Stonewall can see the remnants of a vein of adamantium as well, the black bars stacked at the floor of the lowermost level.
The tracks continue around the edge of the shaft.
EDIT: Forgot to say this earlier: The floor of the shaft is littered with charred bones of humanoids, likely workers from the quarry or other meals the dragon has eaten.

| Alset Kirk | 
 
	
 
                
                
              
            
            Alset uses the penultimate charge from the wand of CMW on Stony.
Heal | Wand CMW: 2d8 + 4 ⇒ (5, 3) + 4 = 12
"There you are, Stony. Good as new."

| Alset Kirk | 
 
	
 
                
                
              
            
            Seeing the charred bones, Alset realizes they are getting close to the dragon. "Remember when we face the dragon that each of us has at least one healing potion. I only have one charge left on the wand and two lay on hands. I can't be sure I'll be near enough or have enough left to do much good if you get hurt badly. You may need to heal yourselves with the potion."

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Stonewall rummages in the group's potions. As he is looking, he says, "Odie and Ood, you 2 take these potions of barkskin, they should last 20 minutes and make you a little more resilient. Maybe we should all take these potions of remove fear. They should last 30 minutes. Dragons can be fearful adversaries."

| GM Mervikoth | 
 
	
 
                
                
              
            
            There are no wyvarans left, only their empty nests.

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            As Stonewall is looking through the potions, he says, ”Hey Odie, get out Harrell, let’s take a swig while we have a break.”. Stonewall downs his Potion or remove fear and slams down a cup of Harrell’s brew. As he wipes his face, he says, ”Ok boys, let’s get a move on.”
It wouldn’t take long to do that right? A couple minutes tops?

| GM Mervikoth | 
 
	
 
                
                
              
            
            The party makes their way down the cart tracks. As Stonewall move down to the lowermost level, he steps on a loose board, triggering a rock to fall from the ledge above. 
Ref DC 20: 1d20 + 2 ⇒ (1) + 2 = 3
The rock smashes onto Stonewall's helmet, and concealed inside the rock facade is a rotting badger. The reeking stench of the weeks-old corpse pummels his nose and makes him vomit. 
Fort DC 20: 1d20 + 6 ⇒ (9) + 6 = 15
Nauseated for X round: 1d3 ⇒ 3
"Was that my Rotting Badger Under a Falling Rock Trap?" a voice from within the tunnel to the left says. "I better go check it out.

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Stonewall heaves and heaves, letting go of the cart as he wipes his face and lumbers forward to get away from the overpowering stench. Bile dribbles down his armor and out of his nose and rotten badger bits stick to his helmet and armor.

| Ood Ironforged | 
 
	
 
                
                
              
            
            Ood takes a potion of barkskin, and remove fear as well as a swig for Harrell. "Good thinking Stonewall!" Ood says as he prepares for the next wave of battle.
Ood also notices Alset's blending in and attempts to conceal himself from at least initial notice.
stealth: 1d20 + 8 ⇒ (15) + 8 = 23

| Alset Kirk | 
 
	
 
                
                
              
            
            Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
Rats! Wasted a 20 on stealth. . . Well, maybe not wasted, exactly. Besides, how hard is it really to be stealthy when you're hiding behind two oversized friends?

| Odie Ross | 
 
	
 
                
                
              
            
            Odie sees that Stonewall is occupied by tossing his cookies, and maneuvers his way around him and stands in front of the cart prepared for battle.
Readied action for if the speaker comes around the corner: intimidate and speak
Intimidate: 1d20 + 10 ⇒ (3) + 10 = 13
"Uh, everything is under control. Situation normal. Uh, had a slight Rotting Badger malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
 
	
 
     
    