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After all the noise I wait 10 minutes while I listen carefully waiting for the silence of "the night" to settle in ...
If I don't hear anything I get back to Tsin
I did the best I could, I hope that it saves us from problems or at least gives us a heads up if someone is coming
Then I go back to bed

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Thanks Loki. I feel perfect now.
Go back to bed, I'll finish my watch and wake up Saktar.
That's it, I finish my watch using the same cautiousness and attention I would in any watch, and once I'm done I wake up Saktar.
I tell him what happened, my encounter and Loki's benches, so he knows what to look out for.

GM - Obermind |

You all wake up the next morning, feeling refreshed and recovered after a relatively calm night's sleep.

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Saktar grunts and skowls but shares his food with Keebo
Good idea, let's clear this area first

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Sure but... Is that the one you blocked with the benches?
If it is, I'll make a racket as much as any of you, there's no point.
So, if it's the one with the benches I check out the door at Q6 instead.
Regardless of which door, I move there stealthily and checking for traps.

GM - Obermind |

Where is everyone else staying while Tsin checks the doors?

GM - Obermind |

If no one has any more specifics about positioning, I will post an update this evening.

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Yep, the same as before, we go slowy after him, all connected with the message spell
Children and Keebo (and me :D) in the middle, Duncan on the back, Lok in front

GM - Obermind |

Most of the group huddles up at the T intersection waiting for Tsin to do his 'thing'.
Even if they remain silent, the kids are restless - the path to the North from where you stand is covered in corpses and gore. The smell is strong and pungent if not overwhelming, but the sight is quite unnerving to the children.
Tsin, you move up to the door on U13. Checking it carefully, you hear no sounds from the other side, and you do not think the door to be trapped. You can smell smoke in the air however...
1d20 ⇒ 13

GM - Obermind |

You can't tell exactly where it is coming from - you just feel the smell in your nose.
Tsin pushes the door open - he can see a ten-foot-diameter pit occupies the center of the room. Directly over the pit a long chain feeds through a complex pulley system before disappearing into the depths.
The smell is more intense here, and you can actually see smoke filtering into the room up ahead, coming from the right side, and beyond your line of sight.

GM - Obermind |

Moving carefully north, you realize there is an exit from the room to the right side, and that is where the smoke is coming from.
Unlike the rest of the rooms you have been through, the corridor exiting from this area features rough stone and undressed rock, reminiscent of a mine shaft... It is filled with thick acrid smoke, making it difficult to see anything within.

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Well, if I were a mad undead dwarven smith with a soul stealing forge, that's where I'd be...
I say to the message spell:
This room is empty except for a big pit, and there's smoke coming from a raw tunnel to the East, like a mine shaft.
I'm guessing that's where undead smiths work their evil forge things.
I'm also guessing it's not a place for children. Come over so we decide what to do. I'll look down the tunnel for a bit, wait for me in the pit room.

GM - Obermind |

Tsin inches along the smoke filled passage - he realizes the tunnels divide and rejoin several times, making it difficult to maintain a sense of direction, which is only worsened by the pervading smoke...
As he turns around a corner, the ninja is greeted by a snarl, followed by a brutal torrent of fire and sulphur.
Tsin, you take 5 points of fire damage!
After the initial attack, the half-orc realizes he is standing before a creature resembling a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes. Even worse, this monstrosity has just breathed fire on him!
Tsin you are up. GO!
Please keep in mind, there is so much smoke in these tunnels, everyone effectively has Concealment (< Link)
1d20 ⇒ 1
1d20 ⇒ 3
1d20 ⇒ 9
1d20 ⇒ 12
2d6 ⇒ (5, 6) = 11
1d20 ⇒ 14
1d20 ⇒ 19
1d20 ⇒ 19

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A fire breathing wolf?! What the...
Erm guys, I ran into some trouble here. A weird fire-breathing wolf.
I'm staying to fight, keep it from alerting anyone.
I want to get on the wolf's back (maybe AD7) and then attack.

GM - Obermind |

Trusting his amazing Dexterity, Tsin attempts a risky maneuver to get beyond his opponent, yet the beast proves to be a stronger opponent than he initially expected, and not only blocks his path, but also tries to bite him (AoO) - to no avail however.
Even if his initial maneuver failed, the ninja still attacks, and manages to score a hit on the massive hound, while it fails to bite him yet again.
Tsin GO!
1d20 ⇒ 6
1d20 ⇒ 12
1d20 ⇒ 15
1d6 + 2 ⇒ (4) + 2 = 6
1d20 ⇒ 4
Tsin 25
Thing 24
Duncan 15
Lokeemon 14
Saktar 11
Saktar Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Lokeemon Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Duncan Initiative: 1d20 + 1 ⇒ (14) + 1 = 15

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Lok, there's fight ahead, GO!!
Saktar goes too, but taking the lead of the group now they'll go slower
Duncan, keep guarding the rear
Just to be sure, unleass I say otherwise, I'll always relay to the group the whispers I get with the message spell

GM - Obermind |

Tsin goes before you guys on the initiative count, and also the bad, bad dog - your actions will be resolved after those ;)

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Saktar tries to keep calm as he sees Duncan running.
He lets them all pass, including the children and follows them after, protecting the rear with Keebo
Don't go too close children - he warns ahead

GM - Obermind |

--Round 1--
Tsin Tao lunges forward with his blade, but is unable to hit the creature. In return it snarls and roars, trying to bite the elusive ninja - to no avail.
From afar however, a mighty bellow is heard, halfway between a thunderous roar and a wail in a language Tsin Tao does not understand.
Lokeemon rushes to assist his friend, passing dangerously close to the hellish creature, which tries to bite him but manages to catch only air.
Duncan plods ahead with the children and halfling in toe, while Saktar and Keebo remain back to guard the rear.
Next round = Tsin 25 > Thing 24 > Duncan 15 > Lokeemon 14 > Saktar 11. GO!
1d20 ⇒ 1
1d20 ⇒ 9
1d20 ⇒ 3

GM - Obermind |

In spite of his bravado, Tsin does not manage to connect - perhaps the smoke is clogging his senses...
The Hound however, manages to hit the ninja with a brutal bite, tearing out a fair chunk of flesh, its teeth sinking deep to grate on bone - not only the bite is vicious, but also it burns with unnatural heat.
The half-orc goes down in a heap, badly hurt.
Tsin, you take 9 points of damage +5 points of fire damage from the bite. I believe this puts you at -1?
Initiatives: Duncan 15 > Lokeemon 14 > Saktar 11. GO!
1d100 ⇒ 100
1d8 + 1 + 1d6 ⇒ (8) + 1 + (5) = 14

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I move towards Tsin provoking an attack of opportunity.
I place myself in a position where I can reach Tsin but the wolf cannot reach me (don't want to lose the spell by taking an attack of opportunity). Then I cast CLW on Tsin:
Cure Light Wounds: 1d8 + 3 ⇒ (6) + 3 = 9
Wake up my friend, it's not your time yet.

GM - Obermind |

The hound tries to bite Lokeemon as he moves away, but is unable to hit the warpriest.
As he is healed, Tsin groggily opens his eyes to see his companion Lokeemon standing next to him to one side, and the horrific beast to the other.
Tsin, you now have 8HP!
In the meantime, Duncan continues moving toward his companions.
Map updated. Initiatives: Saktar 11. GO!
2d4 ⇒ (4, 1) = 5

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Saktar advances staying near the children
Hearing the sounds of fighting, he prepares himself
Cast mage armour
Speaking to the message spell: Guys, what going on?

GM - Obermind |

--Round 3--
Somewhere from within the tunnels further ahead both Lokeemon and Tsin can now clearly smell a stronger odor of smelted steel tinged with burnt hair and flesh... As if it is wafting toward you on a foul wind... It is accompanied by the jangling of heavy chains echoing ominously, very, very close...
Initiative = Tsin 25 > Thing 24 > Duncan 15 > Lokeemon 14 > Saktar 11. GO!

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Tsin uses vanishing trick, gets up and moves down the corridor towards the sound, to scout it out.
The idea is to move quickly, see what's going on and move back to the group to report.
If I have a 1/2 move left after this I may still attack the wolf.

GM - Obermind |

Even after the vanishing trick, Tsin's eyes go wide with astonishment when he realizes the horrendous hound still tries to bite him as he stands up, missing only because apparently it cannot pinpoint the ninja's exact position.
With a growl of frustration the creature tries again, and this time the burning hot bite hits its mark, almost ripping an arm off from the ninja with a tremendous bite which leaves him fallen on the ground, bleeding.
Tsin, you take 12 points of damage, and are now unconscious at -4
Initiative = Duncan 15 > Lokeemon 14 > Saktar 11. GO!
1d20 ⇒ 17
1d100 ⇒ 1
1d20 ⇒ 20
1d8 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5
1d20 ⇒ 15
1d8 + 1 ⇒ (6) + 1 = 7
1d100 ⇒ 100

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When I get to 30 ft from Tsin, I cast channel energy (to heal living creatures). I try not to get the wolf but my priority is to heal Tsin.
Channel Energy: 2d6 + 3 ⇒ (1, 5) + 3 = 9
I try to get the wolf’s attention (yelling). By Torag’s beard wolf! You’ll meet your death today!

GM - Obermind |

Duncan, next time I will have to ask you to look at the map, and tell me where you want to be for the channel. Not just 'When I get to 30ft from Tsin' :P
Also Duncan, why the +3 healing on channel? Is this from your Patron deity?
--Round 3 (continued)--
Tsin wakes up again, his wounds mending miraculously!
Tsin you are again conscious with 5 hp.
Lokeemon, like for Duncan 'I move 5 feet toward the wolf preventing the Wolf from chasing Tsin' is vague - I moved you 5' forward, and next to the prone Tsin. I am not seeing a way you can prevent the hound from chasing Tsin.
Initiative = Saktar 11. GO!

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Skatar begins to hurry now
Children, stay here and only follow when we call! - he says hurrying them inside the next room and pointing to a corner.
He then runs through the opening until he can see his friends and the wolf
I'm thinking I won't be able to act more

GM - Obermind |

Saktar orders the children to wait in the corner, then charges in after his companions, with Keebo on his heels - "Careful master..."
--Round 4--
Initiatives = Tsin 25 > Thing 24 > Duncan 15 > Lokeemon 14 > Saktar 11. GO!

GM - Obermind |

--Round 4 (continued)--
The ninja scrambles away for his life, dragging his wounded body across the floor and away from the terrible, terrible hound. The creature seems to ignore Tsin Tao this time around, and focuses its attention on Lokeemon, trying to bite his arm off! Its teeth are sharp, but the wound is minor, since the warpriest's natural fiendish resistance shaves off most of the fiery damage.
Lokeemon you take 2 points of damage!
Much worse than that, coming around the corner you see it... A hulking dwarf wrapped in heavy steel links approaches. Its face, hands, and body are riddled with glowing hot hooks and half-melted razor wire.
Black smoke rises from its smoldering beard, framing its freakishly contorted face in ashy darkness. The tormented thing carries a black iron hammer, and as it charges the chains draping its form spring to life like metal serpents!
It opens its mouth in a blood curdling roar, and a cloud of stinging soot, ash, and glowing embers spews forth to envelop the area, engulfing all of you except Duncan.
Ok peoples, next post I need first thing a Reflex save DC13 - if it fails, you are blinded and take 6 points of fire damage.
Initiative = Duncan 15 > Lokeemon 14 > Saktar (Keebo) 11. GO! (please do not wait for Duncan to post, unless your action depends directly on his)
1d20 ⇒ 12
1d8 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7
1d4 ⇒ 1
1d6 ⇒ 6