
Aer'Besethir |

"For a secret area, there sure seems to be a lot down here." Beseth comments as she opens the door to the right, having a good feeling about where the one in front of them lead.

Hadran, The Fallen |

"Yes it seems men and others use dungeons such as this to hide things. Let us press on anyways. Midfoviing keep close. We don't want to get separated down here."
Hadran follows Beseth through the door.

GM Rednal |
Midfoviing nodded - and promptly clung onto Hadran's arm, looking quite pleased about getting to stick next to him.
???: 2d20 ⇒ (2, 15) = 17
The shelves in this cramped storage closet have long ago crumbled to dust and fallen onto the stone floor along with smashed glass bottles, rotten barrels, and other debris.

Hadran, The Fallen |

Hadran looks about the room.
"Beseth did you hear that. I heard sobbing before we opened the door. Perhaps a spirit."
Perception: 1d20 + 9 ⇒ (7) + 9 = 16 w/ Detect Magic.

Aer'Besethir |

Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14
"No, I didn't hear anything. " Beseth replied as she too cast Detect Magic before searching the room.

GM Rednal |
After a few seconds of searching, the two of you move aside a particularly large hunk of debris... and find a small red figure (easily identifiable as a fire mephit) cowering there, looking absolutely terrified of you.
"N-no, don't hurt me, don't hurt me!" the creature squeaked out, huddling as far back as possible.

Hadran, The Fallen |

"Why would we hurt you creature. Are you prisoner here? Stand. I am called Hadran. This is Beseth. What are you called?"

Aer'Besethir |

"A mephit?" Beseth pondered, looking at the creature. Honestly, the creature almost looked like a fey to her, the creatures she was more or less raised to distrust. "Are you hurt?" she asks the creature, as she put away her shield and weapon, showing her bare palms to the creature. "I can heal you if you are."

GM Rednal |
"D-D-Dax." the mephit said, shaking. "Not a p-p-prisoner, just too d-dangerous to leave!" Given the Redcap's attitude, that probably wasn't a surprise. "M-my master was coming down the stairs, but a scythe just came out of the wall and... pop." she shuddered. "I don't want to make trouble for your force, I swear! I j-just want to leave!"
Midfoviing peered at Dax from her spot by Hadran, though she flinched back a little as small bit of flame came off of the Mephit's body.

Hadran, The Fallen |

"It is alright Dax. I am sorry for the loss of your master. Know that he has been avenged. The Red Cap is no more. If you wish to leave I will have Midfoviing escort you out safely. You are welcome to stay with us until our business is done here, and we will take you to safety. This master? Did you serve as a familiar? Do you know anything of this place?"

GM Rednal |
"Y-yes, a familiar. I r-ran here through the f-f-floaty room after my master died. I didn't go anywhere else!" Dax shuddered again. Midfoviing looked at Hadran, though, then quietly approached the (rather smaller) mephit and bent down. "Wh-wh-what are you?"
"Midfoviing is a dragon!" she said proudly - and Dax let out a small scream before shooting back across the room and pressing into the corner. "Don't worry, you're not edible." Midfoviing said, laughing. "Not enough meat on you for one of my meals." Dax didn't look especially reassured at that.
"I just want to leave." the mephit squeaked out again.

Hadran, The Fallen |

"It is alright Dax. Midfoviing will protect you. Stay with us. We will escort you out when we are done here. You are safe now."
Hadran smiles at Midfoviing and her child like curiosity and forwardness.

Aer'Besethir |

"If you want to leave on your own, you are welcomed to do so, the way out should be clear, however you are free to stick around with us and when we leave we will escort you out as Hadran has offered." Beseth added, she wasn't sure how impatient a mephit was, and she saw no reason why they should stop it if it wanted to leave now.

Hadran, The Fallen |

"If that is what you prefer. We can't guarantee your safety in waiting though. If you show courage you may find valor in your heart that moving forward is all we can do in troubled times. I ask you Dax to stand. Show your master he was not wrong in choosing you as his familiar. Walk with us, be strong as he knew you were. Leave your fear hear in this room. You are free now." Hadran extends his hand. "Embrace my hand Dax mephit of fire. Let your inner flame of rage burn and use it to overcome your fear. Leave this place with us now with courage and valor."

Aer'Besethir |

"If you don't mind my asking, how long have you been down here?" Beseth asked the creature, if it had been down here for weeks, of even a few days, the mephit likely would be fine - but if it had come down more recently, it was possible that whatever might be dangerous down here just hadn't wandered into this room for awhile.

Hadran, The Fallen |

Diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18
Diplomacy: 1d20 + 12 ⇒ (12) + 12 = 24
Man I wish I had the +20 to charisma checks :)
Sorry real busy day at work. Lots of people out but computer crap still breaking :)

GM Rednal |
That one's interesting. XD One of my characters got it JUST so they could perform especially well when singing for fun - I try to avoid over-using it on Diplomacy, though, activating it only when the character is deliberately trying to make an impact and calling on divine power to do so. Sort of the in-game equivalent of a wizard having lightning and thunder erupt behind them when they talk.
Dax looked nervous, still, but Hadran's words were convincing enough to slowly bring the mephit out of hiding. "I... I guess it probably would be safer..." Dax admitted slowly, nodding a few times and quietly reaching out to hold Hadran's hand. It seemed you had another companion... and were free to continue exploring the area.

Hadran, The Fallen |

Yeah that's how I envision it as well. I don't always go all god like speechy but when I do I roll a 1 or something low it seems :)
"You master would be proud of the courage you show Dax. Stick close to us. Midfoviing will protect you and keep you safe. Won't you Midfoviing?"
Hadran smiles at the Dragon girl to show appreciation for her.
"Let us go check another door."
Hadran leads everyone out and to another unopened door.

GM Rednal |
Midfoviing saluted. She often seemed a bit more like a pet than anything else, but at least she was a useful companion, and promptly picked up Dax despite the mephit's nervous looks. The next door you take (to your right, when you're oriented north) takes you into another large, curved chamber. One door leads back into the gravity-free room, the other takes you south through a slightly crooked hallway and into a much bigger room.
You're at the far south of the map now.
The east and west corners of this hexagonal room are filled with strange stone-and-metal machinery, and most of the parts appear to have rusted or otherwise deteriorated long ago. Vines, bushes, and other small flora jut through the walls in various places, the various kinds of foliage choking the machines and bursting out the corners. Long flumes of black stone jut from the ceilings in various places, each of the strange tubes pointed toward the decrepit machinery and similarly choked with vines.

Aer'Besethir |

Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Not knowing much about machinery, Beseth decides to take a closer look at the machinery in the east corner and then the west corner, trying to figure out both it's function, and how difficult it might be to remove the foliage.

GM Rednal |
As Beseth strode forward to examine the chamber in a little more detail, some of the foliage stirred - and a green plant with sickly yellow flowers rose up slightly. As it did, three corpses came with it, each attached to the plant by a long tendril - and as one, they turned to look at the three of you.
The good news? These creatures were well below your own level of power - the Yellow Musk Creeper was a real threat to normal people, but you two were far from normal, and neither the plant nor the creatures it had animated (all half-orc corpses) took more than a few seconds to dispose of. Dax looked too nervous to enter the chamber, but was clearly a bit reassured by how easily you'd dispatched the foes, and it didn't take long at all to uncover a box holding a wand of detect animals or plants with 13 charges remaining, a scroll of delay poison, and 2 potions of cure moderate wounds.

Hadran, The Fallen |

"This room seems to be long abandoned. This machinery is mining or siege equipment give me a moment to take a look at it."
Knowledge ?: 1d20 + 27 ⇒ (10) + 27 = 37
Hadran examines and thinks about what he sees for a few moments before telling the others what they are looking at.
"We should keep moving. The sooner we finish the sooner we can get Dax to safety."
Ready for next room after examining the machinery

GM Rednal |
Further examination suggests that the machines in this room are waterwheels - although there's no water running through here, so whatever they were connected to must have changed course a long time ago. With that, you're able to backtrack to the far western side of the area (at least, you're pretty sure it's west - all these curving walls make it a bit hard to keep track of things), and a short hallway opens into a room 35 feet on each side.
This square chamber is covered on all sides by strange canisters, chains, and metal tubes. Dusty statues and the shells of slumped-over constructs are lined up against the walls next to the strange apparatuses. An ancient wood golem sits in the middle of the room, its parts and joints long since ruined by the passage of time - it's no longer functional and no threat. There doesn't seem to be anything of value in the chamber.

Hadran, The Fallen |

"Everyone take a look around."
Hadran cast detect magic and looks over the area.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Aer'Besethir |

Perception: 1d20 + 8 ⇒ (6) + 8 = 14
"Just how old is this place." Beseth wonders aloud as she sees the golem before looking around the room as well.

GM Rednal |
While there are a few lingering glimmers of magic here, it's nothing cohesive - the remnants of things that broke down a long time ago. While it's not possible to place exactly how old this room is, there's a very good chance it's several hundred years at bare minimum, and quite probably longer. Many of the ruins look like they were intended to stay here, ready and waiting, but failed as time passed and they were never reactivated.

Hadran, The Fallen |

"This seems to be a workshop of sorts. Perhaps to build defenses for this place. Let us keep searching to see if the rumors of an artifact of power were true."
We continue on to another room.

Aer'Besethir |

"Agreed." Beseth says as they leave the room, traveling back to the westernmost room and taking the western door from there. I think we were in B5, right?

GM Rednal |
You were in B4. The far western room - not on the map when I wrote this - was the one you just visited. You're now heading North, to B7.
Through the various doors you go, eventually ending up heading to the far north, through a long hallway.
The ceiling of this hemispherical room is shaped like a massive dome, with the tallest part of the chamber reaching over sixty feet in height. Smashed glass orbs and various metallic baubles litter the ground, their sheen hidden under a thick layer of dust. Treat all squares as difficult terrain.
On the far side of the room is a large silvery cube that wiggles slightly as you enters... then starts moving towards you.
Init (Blob): 1d20 - 4 ⇒ (4) - 4 = 0
Init (Beseth): 1d20 + 3 ⇒ (16) + 3 = 19
Init (Hadran): 1d20 + 8 ⇒ (16) + 8 = 24
...Slowly.

Hadran, The Fallen |

K. All: 1d20 + 7 ⇒ (4) + 7 = 11 SO it's an ooze
"Careful these creatures consume all they come across and sometimes have a natural acid to them."
Hadran moves forward and checks the things defenses by punching it with his cestus.
Punch Defensivly: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 + 7 ⇒ (4) + 7 = 11 w/Arcane Strike
Current AC: 24

Aer'Besethir |

Confronted with only a cube, Beseth sees little reason to use more performance rounds, or tap into her mythic power. She moves to confront the creature, and attacks it with her spiked shield, her other shield in her other hand.
Spikes: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 4 ⇒ (4) + 4 = 8 Piercing damage if it matters.

Aer'Besethir |

I suppose not, looks like the room is 50 feet wide, and we cannot charge because of terrain. So Beseth will just double move, 40 feet, close enough to attack next round.

Hadran, The Fallen |

Sorry I posted from work and didn't look to see how big the room was. So nope for me as well. Hadran will just approach it with Beseth.

GM Rednal |
The large silvery cube moved forward as the two of you approached, apparently unaffected by the debris that made the room hard to navigate - and it slammed out at Hadran, its entire body rippling slightly as it stretched beyond its normal cubical form.
Melee vs Hadran: 1d20 + 6 ⇒ (14) + 6 = 20
A fairly close blow, but not enough to actually hit the capable warrior.

Hadran, The Fallen |

Now with the ooze in reach Hadran attempts to beat on it and break it up.
Punch Defensively: 1d20 + 5 ⇒ (20) + 5 = 25 Ah. You can't Crit oozes :(
Damage: 1d4 + 7 ⇒ (2) + 7 = 9
Current AC: 24

GM Rednal |
Well, they don't have parts that could be hurt worse than usual... XD But at least you get an auto-hit.
...
...Not that hitting this thing is very difficult.
As Hadran punched out, Beseth attacked from the side with a quick jab from her shield.
Melee: 1d20 + 8 ⇒ (3) + 8 = 11 for Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Truthfully, it wasn't a very accurate blow... but the ooze was so big it was genuinely difficult to miss, and there was enough power behind the blow to make it quite a solid strike. Wobbling, the mercurial creature lashed out at Hadran again.
Slam: 1d20 + 6 ⇒ (13) + 6 = 19
This time, it came rather closer to hitting - but Hadran was able to avoid the thrust by hopping over it.

Hadran, The Fallen |

"Some of these creatures are made of acid. This one appears not to be."
After testing with his cestus Hadran draws his blade and takes a swing.
Sword Swing defensivly: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 2d6 + 9 ⇒ (3, 2) + 9 = 14
AC: 24

GM Rednal |
Beseth's Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Beseth's own attack missed, even as Hadran's sunk deep into the creature's body. With no sign of any particular intelligence, the beast slammed out again-
Slam: 1d20 + 6 ⇒ (2) + 6 = 8
And missed quite terribly. The cube wobbled backwards a moment later, actually climbing five feet up the wall with no apparent sign of trouble. It was still in range for melee blows, but...

Hadran, The Fallen |

"It retreats. I didn't believe these things to have intelligence or feel pain. They just are."
Hadran presses stepping forward he attacks again but stays on the defensive.
Sword Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 2d6 + 9 ⇒ (1, 2) + 9 = 12
Current AC: 24

Aer'Besethir |

Taking a step forward, Beseth attacks the creature with both of her shields.
Spikes: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 4 ⇒ (1) + 4 = 5
Light Shield: 1d20 + 4 ⇒ (9) + 4 = 131d3 + 1 ⇒ (2) + 1 = 3

GM Rednal |
It said a lot about how easy creatures were to take down when even a relatively poor attack was capable of striking it - and indeed, all of your blows hit. The creature wobbled once more, taking a potshot at Beseth-
Slam: 1d20 + 6 ⇒ (14) + 6 = 20
-before continuing to move up the wall. Being ten feet up, it was now out of melee range for attacks that couldn't reach further away.

Aer'Besethir |

No idea of this'll work, but it'd be nice if it does.
With the ooze retreating up the wall, Beseth drops her smaller shield and pulls out her long spear, thrusting it up towards the creature, hoping to get ahold of it to launch it back into the ground.
Reposition: 1d20 + 6 ⇒ (3) + 6 = 9 I suppose with that kind of roll out won't matter...

Hadran, The Fallen |

"Interesting. See if you can keep it up there. We can check the room and just leave it."
Hadran takes a moment to cast detect magic and search the room.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15

GM Rednal |
The ooze ducked away from the spear, then continued to climb up the wall. It was by the ceiling now (out of reach range for normal weapons) and jiggling wildly. There don't seem to be any sources of magic within this chamber - it's all ancient and ruined. There is, however, the door on the west side of the room.

Hadran, The Fallen |

After a quick search and seeing the blob hiding away Hadran approaches and opens the door to the west.
"Lets leave this thing."