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Fortunately history is my speciality ;)
Know(history): 1d20 + 8 ⇒ (8) + 8 = 16
Then again... maybe not lol

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Saktar turns to Kibbo
Come closer Kibbo. Do you know this Gristogar is?
He then speaks to the room to whoever is listening
We don't scare easily and have more to do than speak to voices in the wall.
Then he turns to the group
Guys, lets search this this room and move on. Get the skeletons boots and gauntlet, they're magical.
Lok, keep watch in the corridor
Then he begins to help the search
Perception aid another: 1d20 + 3 ⇒ (17) + 3 = 20

GM - Obermind |

Saktar, you remotely remember something about a Gristogar in relation to Droskar's Crucible, but you cannot pinpoint what it is.
As you address Kibbo, he shakes his head vigorously - "Kibbo don't know - sound like dwarf name, no?"
Who will lead the search? In PbP we need specific actions - Saktar will wait for someone to initiate the search? Or will he initiate the search himself? Stuff like that.

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I'll wait for someone with better perception to initiate it

GM - Obermind |

As soon as Tsin begins rummaging through the room, a flutter of wings and a shriek can be heard as some sort of creature emerges from underneath the bed - "Nooooooooo! Begone! I kill youuuuuu!" - it flies in mad circles above your heads, eyes filled with hatred. It is vaguely humanoid and about the size of a cat but looking more like a toothy, winged devil - "Do NOT touch Maaaaaster!!"
Critter looks somewhat like THIS. Knowledge (Arcana) for more details.
Kibbo hides behind Saktar's legs, whimpering.

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Saktar tries to identify the creature
Knowledge(Arcana): 1d20 + 10 ⇒ (7) + 10 = 17

GM - Obermind |

The creature appears to be an Homunculus - a miniature servant created by a spellcaster from his own blood. They are usually weak combatants but make effective spies, messengers, and scouts. Its precise features are specifically detailed by its creator.
They are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. More importantly, if the creature’s master is slain, the homunculus are known to go insane, mindlessly attacking any who intrude upon its lair.
There are rare recounts of occasions when, an homunculus freed from its servitude rises above its master’s original intent and becomes more than a half-insane construct guardian of a long-forgotten lair.
It is the same voice Lokeemon.

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This appears to be an homunculus, a sort of golem created by wizards. If its master dies they become insane, we must destroy it
That said, I'll move out of the room, maintaining line of sight
Just in case... Initiative: 1d20 + 5 ⇒ (8) + 5 = 13

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If we must destroy it, then so be it...
Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Since I was somewhere in the middle of the room I guess I can attack it or move and attack it? I attack with my Great Sword:
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16

GM - Obermind |

The measly creature does not stand a chance against the adventurer's powerful onslaught - with arrow, blade and mace they hack/pummel/puncture it to pieces in mere seconds.
It gurgles some sort of plead in what may have been a last glimpse of sanity, and then it is dead.
You guys are up. Go!

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Well, that's done
Saktar keeps watch outside the room
Remember: boots and gauntlet at least, but search all around

GM - Obermind |

You take a second tour of the room, and find also an half-finished obsidian statuette of an owlbear resting on the table.
In addition, an obsidian tablet rests on the same table carved with what seems to be some sort of 'last message' - LINK

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hmmm... creepy. But I don't think that this info will help us much, let's move on
Does the name Black Forge rings a bell?
Knowledge: 1d20 + 8 ⇒ (16) + 8 = 24
I have lots of knowledges (religion, local, planes, history), only Arcana is +10

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Hmmm, this used to be a place where dwarves had an important mining and forging operation, that much is clear.
This guy was probably pretty important judging by these chambers and his having magical gear. He was also pretty devoted to their god, judging by this last message.
Does the statue of the owlbear tell you which god he worshipped? I don't know may gods so I've no clue.
Kobolds must have come in after the dwarves all left or died out. Is that right Kibbo?
Anyway all this tells me is this place must be worth checking out.
There must be treasure to be had and adventures to be... adventured?
Tsin shrugs and resumes his search, now focused on traps and secret doors or compartments.

GM - Obermind |

You wrack your brain trying to piece everything together under the light of your vast knowledge. You remember Droskar to be some sort of minor dwarven deity - it's foundation on the belief that sufficient toil would lead to eventual success, and that those who fail simply weren't trying hard enough. In the pursuit of this goal, Droskar believed that one should be free to do whatever is necessary to accomplish one's goal, even if that includes lying, cheating, the exploitation of others, or even worse crimes
Curiously enough, he was one of the greatest student smiths of Torag, until it was discovered that he had been copying his work from others whom he had enslaved. For this he was cursed to never be able to create an original work and cast from the pantheon, taking refuge in a Lower Plane, in a realm called The Black Forge.
As for the ruins themselves where you now stand, you remember reading somewhere about how the tyrannical crushing fist of Droskar's doctrines changed this place from one of utter decadence and decline into one of endless obedience and constant toil. Crafting works of masonry and metallurgy were the only means of abating the Dark Smith’s unceasing anger, until there were no more great works, but only work and toil for the sake of it - the quality of dwarven craftsmanship plummeted as they attempted to ceaselessly churn out monuments, temples, and armories in Droskar's honor.
Now that you think of it, this crucible is a hallmark of this decline in imagination and spirit. Its spartan interior is a testament to the joyless final days of the dwarves. Smooth halls stretching between cold-stoned chambers, and nothing more...
--------------------
1d20 ⇒ 15
1d20 ⇒ 8
1d20 ⇒ 6
Tsin sets himself to the task of exploring the room thoroughly and indeed finds a secret door, in the wall opposite to the entrance.
Map updated.

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Tsin takes a listen at the secret door, then checks it for traps and if all is quiet and there are no traps, he opens it and checks it out.
Of course Duncan my man. Looking for the kids we check this place out, and while checking this place out we're looking for the kids.
No harm in profiting while we're helping right?

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This is a worship place for a cruel god, Droskar. His demands for his followers slowly drained them of their strength and creativity leading them to their downfall.
I'm thinking that this place was maybe abandoned and occupied by these creatures afterward. I'm also guessing that something must have been left behind, starting a brand new cult?
Anyway, we must go on, from what I recall this god demands toil and labor, not sacrifices. The children might still be alive, working as slaves maybe
Assuming we enter the passage, Saktar remains in the middle of the group

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So, do we enter or what?
Tsin, wanna check ahead?
Cast message on everybody

GM - Obermind |

Tsin Tao carefully checks the secret passage for traps and, finding it safe, simply depresses a square stone on the floor under the table - the secret door opens into an empty, unlit corridor.
Go!

GM - Obermind |

1d20 ⇒ 15
1d20 ⇒ 14
1d20 ⇒ 6
1d20 ⇒ 8
1d8 ⇒ 7
As the others muck around the room, Tsin Tao plods onwards and through the short corridor until its dead end - with time and patience, he checks the wall, his sensitive fingers tracing the contours, and feeling for drafts and intervals.
With a smile, he realizes there is another hidden door, and proceeds in looking for the mechanism to open it, finding a hidden compartment to his right, containing a small lever which when pulled, slides the door open to reveal the room beyond it. After checking it for traps, and finding none, the ninja does exactly that.
It seems to be an octagonal chamber with simple stone benches lining the walls. The benches are positioned near small openings along the west, northwest, and northeast walls, and an unusual device that resembles a stone trumpet is attached to the northeast wall near the opening. In the middle of the area stands a large, tall pedestal, depicting some sort of map carved in stone atop of it.
Even as Tsin scouts the room from the darkness of the corridor, faint whispering sounds seem to permeate all the chamber...
Map updated! Go!

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Saktar keep in touch with scout whispering
Tsin, we're advancing slowly. Warn us if you see anything strange
Then he turns to the group
Let's advance, slowly

GM - Obermind |

Tsin inches forward, not seeing any immediate danger, but with that dreadful feeling something is very wrong...
A feeling quickly confirmed, as a malignant cloud of shadows veritably oozes from behind the main pedestal, its skeletal maw eerily babbling incoherently as the creature’s claws manifest from the darkness.
The whispered muttering/groaning/complaining is both nerve wracking and disturbing, insidiously probing at the ninja's sanity.
Image is on page 2 HERE.
Will Save please Tsin tao :P

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I try to identify the creature
Know(religion): 1d20 + 8 ⇒ (15) + 8 = 23
Guys, trouble ahead, move!

GM - Obermind |

Soooo.... Initiative:
???? Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Tsin Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Saktar Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Lokeemon Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Duncan Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
It seems as Tsin is somehow affected by the creature's mental assault, as he begins whispering (apparently to himself) in panic :D
As he does so, the monstrous shade like apparition lurches forward, reaching for the beacon of life in front of it, the whispered wail increasing ever so slightly - "Usssssssssssssssaieeeeeeeeeeee......."
???? Attack: 1d20 + 4 ⇒ (10) + 4 = 14
1d4 ⇒ 3
Tsin, need another Will Save please, then you can declare your actions.
I also need Will saves from Saktar, Lokeemon and Duncan before proceeding.
GO!

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I chose knowledge religion because it looked undead :D, but have many more if needed
will save: 1d20 + 4 ⇒ (18) + 4 = 22

GM - Obermind |

Geeez Duncan, that's a little bit all over the place - you can't even reach him to attack. you don't have enough move even if you charged. If you look at the map, you are nowhere remotely close to attack. Focus! :P
So, in order:
-- Round 1 --
Init 24: Creature attacks Tsin Tao. It hits. Tsin misses his Will save.
The dreadful creature but touches Tsin Tao - despair and madness invade his senses, almost overwhelming the ninja.
Tsin, 3 points of Wisdom Damage.
Init 11: Duncan moves forward. Assuming a move+move which means 40' into AA:28. He succeeds in his Will Save. And the Knowledge check is free.
As soon as the priest closes in on the shadowy menace, he can feel the insanity gnawing at him, but it is easily dismissed by the wise dwarf. Duncan really can't remember much about the creature, apart the fact it is definitely undead, and it is called an Allip.
Init 10: Tsin vanishes, and circles the creature to the other side of the room. He can draw his bow as part of his move action because his Base Attack Bonus (BAB) is greater or equal to 1.
The ninja invokes its powers to disappear from sight, and moves around the creature while drawing his trusted bow. The shadelike thing seems to hesitate momentarily.
1d20 ⇒ 4
But is unable to pinpoint where the elusive ninja has gone to.
Init 8: Saktar and Lokeemon both move closer to the action, and both roll Knowledge (Religion)
As soon as Lokeemon listens more closely to the incessant babbling, he is struck dumbfounded and fascinated by it,
Lokeemon you are fascinated by this creature's incessant babbling and whispering :D
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.
Saktar on the other hand is able to resist the effects, and recognizes the creature perfectly.
Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. These unfortunates, known as allips, suffer from the violent and incurable insanity they faced in life and take out their terror, confusion, and rage upon the living. They reach out to those they encounter—possibly in wrath, but also perhaps oblivious to their own insane nature—spreading the psychoses that led to their own untimely deaths.
Though it can cause no physical harm, an allip’s touch can drain away a victim’s willpower.
Also, an allip babbles incoherently to itself, and those who hear this babble can become hypnotized. Allips cannot, however, speak intelligibly.
It is dangerous to try to connect mentally with an allip, be that through thought detection, mind control or telepathy as an allip’s mind is so tortured as to damage any other mind that touches it.
+++++++++++++++++++++
-- Round 2 --
With the ninja gone, the Allip focuses his attention on Duncan, moving closer and trying to touch him in inappropriate ways.
Touch: 1d20 + 4 ⇒ (13) + 4 = 17
1d4 ⇒ 2
Duncan, I am going to need another Will Save, and your actions for Round 2 - in that order please.
The others can all post their actions too I guess, and then we sort things out.

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Saktar yells to the room
He's incorporeal, no point in using regular weapons on him! Use magic or try to wake Lok so he can use it!
Having said that, Saktar grins and mumbles It so happens tha magic is MY speciality
Magic missile w/ arcane point: 4d4 + 8 ⇒ (4, 4, 1, 2) + 8 = 19

GM - Obermind |

Duncan stands his ground against the evil creature, calling out the name of Torag, and invoking his presence.
Duncan Will Save: 1d20 + 9 ⇒ (11) + 9 = 20
Bolstered by his faith, the dwarf resists the dreadful effects and, taking a step back, layers an additional divine protection on himself.
5'step back to AB:28 to be able to cast without having to use Concentration checks to cast defensively, and casting Protection from Evil on self.
Still need actions from Tsin Tao.