| Xandarian Quartermain |
Xandarian is advancing, using his light mace to stun, not kill.
Light Club (nonlethal): 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 7
Marcus McCain
|
Will Save: 1d20 + 1 ⇒ (8) + 1 = 9
"FOOKIN DIRTY HIPPIES!" yells Marcus as the flower power of love hits him, rendering him unconscious.
| Molitor Rask |
"Stop fooling around" Mol rasps as he charges the shifty dwarf.
charge: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
damage: 1d12 + 6 ⇒ (1) + 6 = 7
| Molitor Rask |
1d100 ⇒ 90
"You killed Marky-McNuts!!!!"
| Tanrov Shadow-Graxt |
Not to be completely outdone Tanrov also charges
"Hey Molitov your not trying to plash your stuff everywhere this time?"
and swings at the dwarf with the Earthbreaker
Earthbreaker+studied target +charge: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
Percent: 1d100 ⇒ 7
Lol.. I think I missed ... twice..
| Molitor Rask |
5' step and swing again.
swing: 1d20 + 4 ⇒ (2) + 4 = 6
"Nimble little beard shucker...." Mol curses as he swings wide.
| Molitor Rask |
Last time I posted there wasnt a map, I thought we were going without one.
I charged last round.
will save: 1d20 + 4 ⇒ (8) + 4 = 12
"pretty colors....." as he slumps to the ground.
| Tanrov Shadow-Graxt |
Will save: 1d20 + 5 ⇒ (16) + 5 = 21
Tanrov manages to shield his face with his earthbreaker without hitting himself.
He blinks and looks around after it passes.. "Ha! Your hedgewizardry has no effect on the faithful of Pharasma."
Tanrov steps up to him and attempts to curtail further casting.. percussively
Earthbreaker+st: 1d20 + 5 ⇒ (1) + 5 = 6 now that's the luck i was expecting for the save roll
Earthbreaker Damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11
| Xandarian Quartermain |
"Stop it", exclaimed Xandarian to the dwarf.
Light Mace (nonlethal): 1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17
The cleric hits the dwarf solidly on the head.
Dmg.: 1d6 + 1 ⇒ (2) + 1 = 3
| drbuzzard |
miss chance: 1d100 ⇒ 40 hit. And he drops.
Combat is over.
Everyone wakes up, and then is stunned and blind. Eventually it the bad trip wears off, but you are stuck putting dude, whoa, and wow into every sentence for a while.
Searching the evil crazy and bleeding out dwarf you find: 2 potions of cure light wounds, potion of invisibility, scroll of shocking grasp, 2 scrolls of resist energy; dagger, light crossbow with 10 bolts, cloak of resistance +1, 16 pp, 7 gp
| drbuzzard |
Searching through the rest of his stuff you find:
a ratty bedroll,
a small pack filled with dried meat, preserved fruit, and some moldy cheese (6 days of rations), and a chipped 6-inch-tall marble statuette of a humanoid throwing a spear. The statuette is worth 75 gp. In addition to his prepared spells, Millorn’s spellbook contains detect secret doors, fog cloud, grease, invisibility, resist energy, shocking grasp, and silent image. This book is worth 160 gp.
| Uelarik the Eldritch |
Uelarik will take the scroll of shocking grasp. He takes one scroll of resist energy and hands the other to Xandarin. He also takes the crossbow bolts and Millorn's spellbook, which he will study the next time they rest.
| Molitor Rask |
"Check this out everyone ...." Molitor exclaims.
"I've always had this growth in my left armpit. I thought it was just a giant mole, but it turns out it's alive!"
He shows off what appears to be a nasty little fleshy hedgehog that has detached from his armpit.
"I've decided to call him Lump!" he says proudly.
"I think he gets cold, so I'll put him back now." he finishes, tucking the little creature back in his armpit.
| drbuzzard |
I will assume people are leveled up and ready to resume.
The tunnel opens into a large cavern, about seventy feet across. Cylindrical rock formations along the walls arch up to make a domelike chamber, but the walls and floor are riddled with cracks. At the center of the cave, a stone tower that may once have reached the fifty-foot-high ceiling has collapsed onto its side.
As you approach, you see two rather odd looking humanoids adopt a defensive stance.
One of the mongrels is a hunchbacked woman named Dyra, her face
so warped by tumors that she’s incapable of intelligible speech. The second is a man named Lann, and he does the talking for the two. Lann is a tall, thin creature with a face that melds the features of an attractive elvenman,agoat,andalizardfolk. His oversized fingers end in dull, spadelike talons.
He speaks in a raspy voice, but in Taldan, though with an odd accent.
“If your intentions are ill, we ask you to move on and leave us in peace. If they are good, then perhaps you can help. As you can see, misfortune has befallen us.”
| Molitor Rask |
"We are simply travelers, trying to find our way back to the surface, we mean you no harm." Mol says in reply to the mongrelfolk.
"What seems to be your problem?"
| Xandarian Quartermain |
Wow! Look at Mr. Diplomacy check!, thinks Xandarian, nodding with agreement.
| Xandarian Quartermain |
"I'll go", speaks Xandarian, putting his weapons back in their sheaths."How long have they been trapped?"
| Tanrov Shadow-Graxt |
"I'll go as well.. I'm good at lifting" replies Tanrov
He goes along and tries to lift the rock
Str: 1d20 + 4 ⇒ (19) + 4 = 23
| Molitor Rask |
Assist Tanrov Str Check: 1d20 + 4 ⇒ (1) + 4 = 5
"Ouch ..... my toe!!!!"
| Tanrov Shadow-Graxt |
Lol...
Tanrov has lifted the rock a bit but still needs help to get it past the tipping point and his expression is falling by the second as hhis compatriots efforts are not up to the task...
"Umm is there a mage who can help?"
Marcus McCain
|
"Step aside peasants: Strong guard coming through!"
Aid Another Str: 1d20 + 4 ⇒ (1) + 4 = 5
"Twas the old arrow to the knee!"
But the combined effort doesn't seem to work.
Can we take 10, 20 or roll again? Because otherwise I am considering suicide to avoid this dishonor
| Molitor Rask |
(I think we're gonna need those npcs)
| drbuzzard |
Ok, NPCs to the rescue
assist: 2d20 ⇒ (1, 11) = 12
One of the NPCs does a Schemp impersonation, but the other gets his feet set well and between him and Tanrov, you almost get it.
You can try again if you like.
Oddly the module mentions no ill consequence of trying this all day, but if you try to dig him free you can squash him like a bug. Mind you, this does not mean I won't introduce one if you fail hard enough.
| Tanrov Shadow-Graxt |
"Ok so, lets keep going til someone gets a good grip and the others are able to help get it off."
Tanrov assists the first to get a grip..
Str check: 1d20 + 4 ⇒ (10) + 4 = 14
| Xandarian Quartermain |
Seeing his fellows struggle, Xandarian leaps in to assist.
Str Check: 1d20 + 1 ⇒ (7) + 1 = 8
| Molitor Rask |
"I'll help ...."
assist: 1d20 + 4 ⇒ (8) + 4 = 12
| drbuzzard |
So far we don't have a lead. Both of your 18 str people seem to have passed on that. Of course with the rolls they have this is good.
Also note, the NPCs have a 14 str, so if you bonus is less than that, you might want to let them go for you.
As there is nobody left in the party who can do a better lead, I'll let the NPCs finish this up.
1d20 ⇒ 17 lead
1d20 ⇒ 17 assist
Why can't I roll like that when I play?
And you just make it, moving the rock, finding another of the disfigured underground dwellers.
The strange looking strangers are particularly grateful for the help (their compatriot could probably use more healing still).
They offer to take you to their town Neathholm. From there they say you can find a way back to the surface.
| Molitor Rask |
"Pitifulness...." Mol says as he shakes his head at the poor effort.
"We welcome your invitation to your homestead and look forward to meeting more of your colorful compatriots."
| Xandarian Quartermain |
Xandarian takes a look at the previously trapped mongrelfolk.
Heal: 1d20 + 8 ⇒ (1) + 8 = 9 Fu<k
The mongrelfolk's anatomy is so twisted, it's hard to see if it's suffering from any lesser injuries.
| drbuzzard |
"The route to Neathholm seems to be blocked, but we know an alternate route. Please follow. " and he leads you into a SW passage.
Eventually you come to a chamber.
Ahead, a wide chasm splits the tunnel floor. The floating rock dust in the air and the groans as the tunnel walls settle indicate that the tunnel split recently.
Your freaky new friend finds this rather worrisome as it could indicate that their town got walloped as well.
The chasm is 10 feet across, 70 feet wide, and 30 feet deep. The tunnel continues on from the chasm’s opposite side about 40 feet east of the entrance. There is no way around it, though you can climb along the ledge, though it looks somewhat tricky.
| Tanrov Shadow-Graxt |
Seeing the Clerics frustrations Tanrov decides to help by casting cure light wounds on the mongrelfolk
"Here let me, Pharasma will show the way."
clw: 1d8 + 1 ⇒ (6) + 1 = 7
| Kevin Hurly |
Kevin walks up to the chasm and says as he digs in his backpack, "We can climb down and then up. This rope will help. Doesn't one of those scales let you levitate. Might make it easier for the injured to get across and cut down on the chances of someone falling down".
| Uelarik the Eldritch |
Uelarik nods at kevin. "Good idea, using the scale."
Uelarik will then tie the rope to a large rock and will throw the other end into the chasm. "Who's first?"
He peers down into the darkness for any sign of danger at the bottom.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8