
Torvi Stonesinger |

Torvi will start a battle song.
Raging song: +2 STR/CON, +2 Will Save, -1 AC, Cannot use CHA, DEX, or INT based skills except Acrobatics, Fly, Intimidate, and Ride), or any ability that requires patience or concentration.
Celestial Totem, Lesser (Su): Cure spells heal CL extra Hp, non spell magical healing does class level extra.
Reckless Abandon (Ex): While raging, the barbarian can take a –2 penalty to AC to gain a +2 bonus on attack rolls.

Garnet "Garn" Ironshanks |

Grunting under the attack of the creature, Garnet curses herself for letting her guard down and not taking a more aggressive stance as she approached (i.e., readying an attack). Spitting a quick retort to Dasur, she says, "Well, that didn't work" and accepts the rage from Torvi, attacking the bird recklessly!
Longhammer Primary Attack with Rage & Reckless: 1d20 + 14 + 1 + 2 ⇒ (12) + 14 + 1 + 2 = 29
Longhammer Damage with Rage: 2d6 + 20 ⇒ (4, 2) + 20 = 26
Longhammer Secondary Attack with Rage & Reckless: 1d20 + 7 + 1 + 2 ⇒ (15) + 7 + 1 + 2 = 25
Longhammer Damage with Rage: 2d6 + 20 ⇒ (1, 6) + 20 = 27

Dasur Deepborn |

Dasur shrugs at Garn's comment, a motion lost as the chaos of battle breaks out. He merely taps his staff on the ground, and a few seconds later an acidic cloud bursts from the ground to choke the fey-bird,
Standard action: Use Acid Cloud ability on the bird. DC18 fortitude save to half damage, or the bird takes full damage and is sickened for 1 round.
acid cloud: 1d6 + 3 ⇒ (3) + 3 = 6

Snorri, Scion of Tharnhammer |

Snorri moves over and towards the bird, swinging his axe in a downward arc in hopes to aid in taking it down.
Moved 10'. Attack!
Rage/Reckless abandon/Power attack
+1 Dragon-bane keen gunzarak greataxe: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d12 + 14 ⇒ (9) + 14 = 23
UGH!!! Of freaking course. Imagine my shock and surprise. *he says sarcastically due to his fantastic history of "1" rolling in any and all threads on these boards whether they be past or present*
AC 18; Hp's 40/76

GM SuperTumbler |

Garn's two blows stagger the huge bird, and a belch of acidic mist prevents it from regaining itself. The bird tumbles to the ground, its head bouncing heavily.
Bird Fort Save: 1d20 + 10 ⇒ (10) + 10 = 20
But your instincts turn out to be correct, as you move forward, the chameleon feathered birds appear among you, skrawking loudly and lashing out with their beaks.
Beak vs Snorri: 1d20 + 7 ⇒ (1) + 7 = 8 At least the dice are fair.
Beak vs Iverna: 1d20 + 7 ⇒ (6) + 7 = 13
Beak vs Dasur: 1d20 + 7 ⇒ (3) + 7 = 10
Wow, it is wiffs all around.

GM SuperTumbler |

Iverna acrobatics: 1d20 + 12 ⇒ (19) + 12 = 31
Iverna dives through the great bird's legs, hoping to gain a flank when one of the tougher dwarves step up.
Erebos charges the bird attacking Dasur, showing a rare moment of self endangerment, if not quite sacrifice.
Erebos Attack: 1d20 + 8 ⇒ (15) + 8 = 23
rapier damage: 1d6 + 8 ⇒ (1) + 8 = 9

Garnet "Garn" Ironshanks |

Shifting over to the newly-revealed attack bird, Garnet takes another pair of reckless swings with her mighty Dwarven Longhammer.
Dwarven Longhammer Attack with Rage and Reckless Primary: 1d20 + 14 + 1 + 2 ⇒ (4) + 14 + 1 + 2 = 21
Dwarven Longhammer Damage with Rage: 2d6 + 20 ⇒ (2, 3) + 20 = 25
Dwarven Longhammer Attack with Rage and Reckless Secondary: 1d20 + 7 + 1 + 2 ⇒ (12) + 7 + 1 + 2 = 22
Dwarven Longhammer Damage with Rage: 2d6 + 20 ⇒ (4, 2) + 20 = 26

Snorri, Scion of Tharnhammer |

Way to go Team Dammerhall with the instincts! Nice.
Snorri turns his attention to the newest threat, hoping to possibly help his fellow dwarves this time.
Stepped 5'
Rage/Reckless abandon/Power attack
+1 Dragon-bane keen gunzarak greataxe: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d12 + 14 ⇒ (12) + 14 = 26
+1 Dragon-bane keen gunzarak greataxe: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d12 + 14 ⇒ (11) + 14 = 25
Whoa! Talk about night and day.
Crit confirm
+1 Dragon-bane keen gunzarak greataxe: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 2d12 + 28 ⇒ (6, 11) + 28 = 45
BOOM! If it's a crit, then 71 damage total on that one.
AC 18; Hp's 40/76

Dasur Deepborn |

Dasur turns and casually steps out of the way as one of the additional fey-birds rushes at him with a butcher-knife sharp beak. "Ah, this is a perfect opportunity to further test the capabilities of the Worldsong." He says mostly to himself but partly to Erebos, who was nearby.
Changing his grip on the smooth obsidian to that of a spear, the wizard moves with surprising quickness; a low duck is followed by a high jab into the bird's breast, his focus on the point of contact between staff and bird.
5' step to fey-bird
Standard action: Melee attack on fey-bird. What will the staff do this time?!
staff melee: 1d20 + 3 ⇒ (15) + 3 = 18
bludgeoning damage: 1d6 ⇒ 5

Torvi Stonesinger |

Torvi will charge the beast facing the gnome. (rage, reckless, charge, power attack, and flank)
Dorn-dergar To Hit: 1d20 + 9 + 2 + 2 - 2 + 2 ⇒ (9) + 9 + 2 + 2 - 2 + 2 = 22
Dorn-dergar Damage: 1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21 Bludgeon

Torvi Stonesinger |

Torvi continues chopping at the creature...
Dorn-dergar To Hit: 1d20 + 9 + 2 - 2 + 2 ⇒ (3) + 9 + 2 - 2 + 2 = 14
Dorn-dergar Damage: 1d10 + 6 + 6d6 ⇒ (3) + 6 + (5, 5, 4, 5, 5, 6) = 39
All the same, except no charge.

Dasur Deepborn |

Dasur is blasted off his feet by the geyser of water shooting from the staff, hitting the ground and rolling for several rotations before coming to a full stop. Groaning, the wizard starts to pick himself off the ground just as Torvi smashes the spine of the bird.
"Stronger than I'd expected, and far too difficult to control." He says to himself as bits of grass fall out of his beard. "Ah, are they all gone? A pity, I was hoping to run more tests." Is further commented before he picks some sort of multicolored grub out of his hair and tosses it aside.
"Well, shall we continue?"

Snorri, Scion of Tharnhammer |

Lol! Oh man that's awesome. I have GOT to get me one of those new-fangled dorn-dergars. That axe I got is baby stuff compared to that bad boy! ;)
Snorri is taken aback at the water blast that shoots forth from Dasur's staff which also proceeded to knock his fellow dwarf backward. "Well that was... interesting. Have you discovered a new trait from the staff, Dasur? Or was it merely serendipity paying you a visit?"

Garnet "Garn" Ironshanks |

Truly an EPIC SWING! No worries, its fine. I don't think Snorri can reach the last one even with a charge., but Garn should be able to.
Do you want Garnet to charge it and finish it off, or are you okay with the situation as-is, GM?
Dwarven Longhammer Charge with Rage and Reckless: 1d20 + 16 + 1 + 2 ⇒ (11) + 16 + 1 + 2 = 30
Damage: 2d6 + 20 + 2 ⇒ (5, 1) + 20 + 2 = 28

GM SuperTumbler |

I think there is some confusion. There were two birds left. One Torvi was fighting with Iverna, and one that Dasur blasted with the jet of water from the staff. I'm fine with Torvi smashing the one she was engaged with. And Garnet's charge will finish off the one that Dasur and Erebos have done some damage to. Happy to be done with the stealthy terror birds
As Garnet hammers flat the skull of the bird pressed against the stone outcropping, Erebos breaths a sigh of relief.
"Friend dwarves, these birds are fast. In these thick trees, probably as fast as Mithvariim on the wing. I suspect this is more than a random group of predators. These elves are known to manipulate the creatures who live here. I think they must use these birds as stalking beasts the way that my people use their cats. I believe they are attempting to slow us. We must make all haste to get out of this cavern."

Garnet "Garn" Ironshanks |

"Right, let's keep moving, your Highness," suggests Garnet, nodding at Erebos before speaking to the prince. Reorienting herself, she starts moving again towards the immense cavern's wall--surely they had to be getting close.
Survival: 1d20 + 5 ⇒ (14) + 5 = 19

GM SuperTumbler |

Sorry for the delay. It has taken me a while to figure out exactly how to do this. We will handle this using a variation of the chase rules and a variation of a forced march. Because of the positive energy given off by the light source in the ceiling, you only have to make Constitution checks every 3 hours instead of every hour. For each step of the chase, you will have 2 options (usually skill checks, ability checks, etc.). The group chooses one of the options. Everyone can roll a check for that option. The group takes the highest result, and everyone who beats a 15 on their check or who can use a useful spell or other ability can automatically assist. That assist gives a +2 to the highest check.
The first step of the chase is either "get a move on" and make a Con check DC 10 (which will kick off the Con checks and raise future DCs or take a moment to cover your trail with a DC 20 Survival check.) Let's say that once we get 3 opinions on which to option to take, the majority of those three is the direction we take. NPC's will contribute to the rolls, so you can take advantage of their skills and abilities. Hope that all makes sense.

Snorri, Scion of Tharnhammer |

Man, Snorri has no choice but to roll with the Con check. He's got no bonus to wisdom and nothing in Survival. He at least gets a +2 to his Con. This cat is just flat out hamstrung when it comes to survival. Having said all that, I'll roll however you all want to roll with it. I got no problem in letting the dice fall where they may. It's all fun to me. And I mean that sincerely.

Garnet "Garn" Ironshanks |

Garnet was already working on Survival to get us moving towards our destination accurately, so she would be ready to help cover tracks. If we have someone with high Survival, we could all roll and hope for a 15 to be able to aid. Also, if Torvi has 'song of marching' we can move fast without getting tired as easily...

Torvi Stonesinger |

I can indeed use my "Song of Marching" to allow us to "hustle" or "double time" and thus be moving at a 40' speed, while our pursuers are moving at 30' unless they do something extraordinary. We can outrun them, without having to dig into CON checks!

Dasur Deepborn |

Dasur has nothing to help with traveling, and while he can use Shifting Sands to obliterate our tracks, he's blown most of his spells and won't have it again until we've had a rest/time for him to study.

GM SuperTumbler |

Yes, the Con checks are because you have already crossed one hex, and you got lost on that failed survival check and lost some time. So we have moved into a forced march with 24 hours of travel (at 20 ft.) to get to the statue. You don't have to keep going, obviously, but if you stop you the elves hunting you will catch up.

Glenda Dalduraz |

Remember that I have Endurance and thus get a +4 on checks for forced marches! :)
Con check, Endurance: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13

Garnet "Garn" Ironshanks |

So does that mean we have decided to start with the constitution checks and ignore the Survival? Perhaps Garnet’s earlier roll just shows we are headed the right direction, if we don’t have others in the party with good survival skills.
Constitution Check for Garnet: 1d20 + 3 ⇒ (20) + 3 = 23

GM SuperTumbler |

Erebos Con check: 1d20 + 1 ⇒ (9) + 1 = 10
Iverna Con check: 1d20 + 2 ⇒ (12) + 2 = 14
Total of 33 with the assists. Very good dwarves! Torvi takes 1d6 Nonlethal: 1d6 ⇒ 6. Torvi is fatigued, but I assume someone will heal her of that and remove the fatigue.
You spend a few hours moving in the wrong direction before the terror bird ambush, but Garn regains her sense of where you are, and you head off. Iverna moves well with you. Her endurance isn't quite dwarven, but she moves more easily than you do through the difficult terrain. Erebos can barely keep up with your pace, but between stopping frequently and then hustling to catch up, he manages.

GM SuperTumbler |

After running for hours, you gradually become aware of a powerful rumbling up ahead. You break out of the tree cover to see the stone wall finally in front of you, still miles away, but comfortingly visible, at least.
Before you, there is a narrow but fast moving river that stretches right toward the lake you saw earlier in the day. Only a hundred feet to your left, the floor of the cavern falls away into a miles wide chasm. The river pours into it in a roaring waterfall.
You path is marked in red on the Lower Azathyr map. The waterway is marked in blue.
Looking at the map (you might have to zoom in) you can descend into the chasm and cross it (Hex 1506) or cross the river and climb along the wall at the edge of 1506 or turn northwest into 1406, taking you back into the trees.
Down the waterfall (there are thick vines to climb) is a DC 10 Climb Check.
Along the wall is a DC 20 Climb check
Back into the trees is a Perception DC 20 check to find the markings.
Remember, you get to take the best check, with the rest acting as assists, so you don't all have to succeed.
You will all have to make Con checks unless Torvi wants to burn some performance rounds.

Snorri, Scion of Tharnhammer |

Taking a moment to catch his breath, Snorri examines all the possible options. "Looks like we've various options in front of us. It appears there are various opportunities to test our climbing ability or we can move back into the trees. With my armor on I am not so confident in my ability to climb anything; and taking it off would prove detrimental if we are ambushed. Of course returning to the trees could easily set us up for ambush." Snorri ponders it all for a moment before revealing his position on their current situation. "I would have to say the trees might be our best alternative. Simply due to the solid ground that remains beneath our feet. And per any type of ambush, my confidence in each of you trumps any concern over that."
He then notices that Torvi has seemed to take somewhat of a beating with that run. He moves over to her and lays a hand upon her shoulder, healing her. Lay on hands: 3d6 ⇒ (5, 5, 5) = 15 "I hope that helps, Torvi." He then looks back to the others, "I welcome any and all thoughts on how you all wish to proceed forward," he tells them all.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9 Unless we're going to climb. If so, I can reroll.
Con check: 1d20 + 2 ⇒ (9) + 2 = 11
So Perception or Climb checks? I'm honestly thinking perception is our best bet. Although it is harder to make than that DC 10 climb check. But it beats the possibility of falling. Again, though, I'm good with however you all want to roll with this.

Garnet "Garn" Ironshanks |

Perception: 1d20 + 9 ⇒ (8) + 9 = 17

Dasur Deepborn |

Yeah, back to the trees.
Dasur glances between the roaring river and the seemingly bottomless pit he is fairly sure leads into the darkest and most dangerous depths of the planet. "We can trust the forces of Water, whose intentions are dubious at best, or risk the wrath of Air, which is surely conspiring against us as we near Dammerhall..."
He turns back towards the trees. "Let us keep our feet on the ground, where Earth may shelter and guide our steps."
perception: 1d20 ⇒ 5
Haha this will be interesting.

GM SuperTumbler |

It takes almost an hour of slashing through heavy undergrowth, stumbling down dead ends that lead back to the chasm, and frustrating search before you find a narrow gap through tree trunks and thick vines. You finally make your way out the other side of the tangle and continue on, skirting the edge of the chasm to your right.
Hours later, Torvi hears the heavy beat of massive wings approaching on the chasm side. Looking back across the depression, she sees in the distance three massive reptilian winged creatures, one larger than the others . Atop the largest creature sits an elven rider in white robes.
Here you can choose to stand and fight, or hide (remember only one of the party has to succeed, so with Iverna helping you, hiding is a viable option). The hide DC is 25. Obviously, fighting is more than a single die roll.
No Con check because of Torvi's song.

Garnet "Garn" Ironshanks |

"The terrain certainly favored the flying creatures here," says Garnet. "I would rather fight them in the tunnels than in the open," she adds, crouching with her hammer at the ready beneath some dense foliage, hoping someone in the group with talent at such things camouflages her well enough for them to escape notice until they can get to a battleground of their choosing.
Stealth: 1d20 - 4 ⇒ (3) - 4 = -1