
The Unruly GM |

The party backtracks away from the temple and back towards the main path. Traveling southward, the path begins a very subtle upward climb. During the climb, Anevia begins to lag further behind, stating that her leg has started to bother her, but she refuses to rest.
After a trek of about 40 minutes, Deia's torch begins to flicker again. However, Tina's bundle of fungus and Max's refreshed light spell continue to light the area. The path narrows out before it empties into a wide cavern, about half as large as the one you initially found yourselves in after the fall.
Through the dim light you can see that the walls have been decorated. Statues, carved in relief out of the walls themselves, depict men and women all in full armor. Many stand in triumphant and strong poses, some are frozen as if in combat. All of them share the same expression of deep sadness. There are about 30 statues in all.
Time: Approx. 3:40pm
Map updated

Maximillian Akorius |

Knowledge (history): 1d20 + 8 ⇒ (10) + 8 = 18. "These figures, they are most definitely heroes from the First Crusade! They all have a very sad expression on their faces, though."
Max casts Detect Magic and looks in the area for any magical auras.

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Deia tosses aside the burned out remains of her torch. "Tina's torch seems to make enough light so I'm going to try to save some torches. If anybody wants more light, let me know and I will light another. "
Knowledge(History): 1d20 + 8 ⇒ (19) + 8 = 27
"Agreed, Max. The styling of the armor looks like it is from the era of the First Crusade. This is quite a collection of heroes."

Rex Kayn |

Rex looks at the statues and hearing Max and Deia comment that they depict the Crusaders of the First Crusade, "These people were true heroes, driving back the first onslaught of demons."
"I hope we can be their equals when this is all over."

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Deia suppresses a small chuckle. "Not exactly, Aravashnial. There are a few dozen statues here, with armor as part of the sculpture. They look very impressive, but we can't use anything that I can see."
Intrigued by Aravashnial's question, Deia starts to look around.
Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Maximillian Akorius |

"I admire your sentiments, Rex. The crusade is sorely in need of brave crusaders, especially after today. But as for me, I doubt I could even walk in such heavy armor, let alone fight." Max looks about for a figure that looks even remotely scholarly.

The Unruly GM |


"Aravashnial" |

"So you say there are statues here depicting crusaders from the First Crusade? Hrmm... You know, I heard a legend about the First Crusades once, and I think I have a theory as to why they're here."

"Horgus Gwerm" |

Horgus can't take being silent anymore at the mention of another of Aravashnial's theories.
"Oh gods, not another one. You've got a theory for everything don't you? What's this one? Those mole-people you mentioned earlier worship the crusaders as gods?"

"Aravashnial" |

Slightly perturbed by Horgus's interruption, Aravashnial furrows his brow and snips back.
"They're mongrels, not mole-people. And actually, yes. Sort of. The legend I had heard said that, during the First Crusade, many of the crusaders weren't prepared for the energies being unleashed by the Worldwound as it opened and spread. So despite being victorious, they came back tainted by the Abyss. We've found ways to prevent that now, but back then it wasn't understood."
"Anyway, these crusaders came back tainted, and while it wasn't apparent to them at first, it became apparent when they had children. They gave birth to deformed and monstrous looking children, and were called heretics and chased from the Crusades over their perceived consorting with Demons. I believe this was the first instance of the Inquisitions being used against the crusaders themselves."
Continuing, Aravashnial gets over his 'history' lesson and finally gets to his point.
"My theory is that these tainted crusaders and their children were the first of the mongrels. The crusaders would have likely had intimate knowledge of these caves, given the vast construction efforts that went into them during the First Crusade, and so they ran from the surface to live their lives down here. I'd bet that these statues represent some of the crusaders who lived here, and I'm going to guess that the mongrels which still live in these caves are their descendents."

Maximillian Akorius |

Does Max have anything to add to this story? Knowledge (history): 1d20 + 8 ⇒ (8) + 8 = 16.
"No good deed goes unpunished, as they say. The poor crusaders probably didn't realize that they would so quickly turn from heroes to heretics. It's typical, really, ignorant folk jumping to conclusions too quickly." Like the conclusion that Aroden is dead, he thinks to himself, but these caves seemed a poor environment to revive that debate.
"It's funny, Aravashnial, that story sounds quite believable given my own story. I've a birthmark on my chest, and while it took me a while to figure out, I learned that it's a mark from those whose parents have been exposed to strange planar energies. Although I never knew them, it seems my parents were planar travelers. And I've developed an intense curiosity to discover what has happened to them. In a way, it's almost an act of worship, second only to my devotion to Aroden." Max reflects for a moment on what his parents might have made of him. He wonders if they would be disappointed that he, the son of planar travelers, would much prefer to remain cloistered in a library.

The Unruly GM |


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Deia inspects some of the closer statues, looking for clues as she listens to the conversation around her. "Well, let's hope we don't run into any of these mole people or mongrels or whatever they are called while we look for the surface, " she says.
As she wanders between the statues, she eventually comes face to face with Anevia. Deia offers "Can I take a look at your leg? I might be able to help." Deia crouches on the ground and puts her hands on both sides of the Anevia's leg. She then mutters "Stars of the sky, mend the wounds of Anevia."
Hex: Healing for Heal: 1d8 + 1 ⇒ (4) + 1 = 5 points of health. The goal is to try to make it easier for her to walk.
I'm ready to move onward.
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Daily casting
Hex: Healing - Anevia
----------------------

Maximillian Akorius |

Max decides he's not entirely ready to trust Aravashnial's stories, but tries to keep an open mind. After perusing the area Perception: 1d20 + 3 ⇒ (15) + 3 = 18, he is ready to move on.

Kel the Guardsman |

Tina looks distressed at the history lesson. Why keep having children if they kept being tainted? She mutters to herself.
Kel looks a little angry at Tina's words, his black and red eyes flashed and he gritted his teeth. "Because everyone deserves a chance at love, no matter how they look or who their ancestors were or what happened to them. Because tainted doesn't ever mean lost."

Kosz Trumpeter |

Kosz looks back from his point position at the shieldman's outburst.
True enough... thoughts of his own parents, bereft of children for so long before the Lady smiled upon them, comes to mind.

"Anevia Tirablade" |

With Deia's healing, Anevia appears to be in slightly less discomfort.
"Thank you, Deia. My leg feels a bit better now."
Adding to Kel's statement, and glancing in Horgus's direction, she says "This is all too true. There are many who would scorn my wife and I for our love, but what gives them the right to judge us?"

The Unruly GM |

The party begins to make its way forward towards the passage at the far eastern end.
Stealth: 1d20 + 10 ⇒ (5) + 10 = 15
Stealth: 1d20 + 10 ⇒ (4) + 10 = 14
Kosz Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Anevia: 1d20 + 7 ⇒ (15) + 7 = 22
Aravashnial: 1d20 + 2 ⇒ (7) + 2 = 9
Deia: 1d20 + 4 ⇒ (10) + 4 = 14
Horgus: 1d20 - 1 ⇒ (18) - 1 = 17
Kel: 1d20 + 2 ⇒ (13) + 2 = 15
Kosz: 1d20 ⇒ 13
Max: 1d20 + 3 ⇒ (18) + 3 = 21
Rex: 1d20 + 4 ⇒ (3) + 4 = 7
Tina: 1d20 + 2 ⇒ (18) + 2 = 20
Darkmantles: 1d20 + 6 ⇒ (18) + 6 = 24
Initiative Order:
Darkmantles
Anevia
Max
Tina
Horgus
Kel
Deia
Kosz
Aravashnial
Rex
You guys have the surprise round. The darkmantles are aware of you, but they're too stupid to know that they've been made. You can each take one standard or one move action.

TinyTina |

At Koz's shout, Tina moves straight to 3-G and then one down to 4-6, pulling a few pill-like objects that she drops into a flask and shakes it furiously and then lobs at one of the creatures.
Bomb touch attack: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 4 ⇒ (5) + 4 = 9 the Darkmarntle next to the one targeted will take 4 points splash damage, half if it makes a DC 14 reflex save.
Bombs used 2/6

The Unruly GM |

You get a single action, Tina, not a full round. Would you rather move or attempt a distance throw?

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Deia is too far away to affect the Darkmantles directly, assuming that we are using the existing map.
Surprise round
"I hope your net works as well as last time, Kel. May fortune guide your actions," invokes Deia. Guidance on Kel, if he is still in range when it is my turn. Otherwise, I'll move to protect the wounded at B6.
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Daily casting
Hex: Healing - Anevia
----------------------

Rex Kayn |

Rex Suprise Round
"More dark blankets, dead ahead."
Rex then draws his pistol has he moves to take up position.
"Well at least it isn't one of the those giant flies..."
Move action,move to D9
Free Action, draw pistol.
Status
Current HP 10/13
Bullets 7/10

The Unruly GM |

Surprise Round Update
Anevia Draws her bow and requests more arrows.
Max moves up towards Kosz.
Tina lobs a bomb and makes the shot all the way from Downtown! It bursts in a fiery explosion that sends rocks flying in all directions!Confirmation roll: 1d20 + 4 ⇒ (13) + 4 = 17 Extra Damage: 1d6 + 4 ⇒ (2) + 4 = 6 DM1 -15hp
Reflex: 1d20 + 3 ⇒ (1) + 3 = 4 DM2 -5
Horgus stays put.
Kel moves forward and draws his net.
Deia moves into a defensive position.
Initiative Order
Darkmantles
Anevia
Max
Tina
Horgus
Kel
Deia
Kosz <---- We are here
Aravashnial (will stay put)
Rex (posted action, reflected on map)
Tracking
DM1: -15hp, it looks like it's in very bad shape.
DM2: -5hp, it looks like it's wounded.
Next update sometime tomorrow.

Kosz Trumpeter |

"We will have no daylight to rescue us this time." Kosz cautions the party as he takes a step towards the nearest of the darkmantles and holds up his shield at an angle above his head, readying to strike the creature with his cold iron morningstar should it drop within reach of him.
Readied cold iron morningstar melee attack: 1d20 + 4 ⇒ (6) + 4 = 10
Readied melee damage: 1d8 + 3 ⇒ (2) + 3 = 5

The Unruly GM |

Surprise Round Update
Kosz readies an attack.
Aravashnial stays put.
Rex moves forward.
Round Complete
Round 1 begin!
The darkmantles drop from the ceiling and move towards Kosz. As they move, they're enveloped in darkness.
Kosz swings his morningstar, but the darkmantle is able to dodge the attack. Readied attack
Anevia curses the darkmantles' tactics.
Initiative Order
Darkmantles
Anevia
Max <---- We Are Here
Tina
Horgus
Kel
Deia
Kosz
Aravashnial
Rex
I'm unable to update the map tonight. Assume that the darkmantles have moved to F7 and G6, at a height of 10ft.

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Round 1
Deia moves forward to support the melee fighters. Move to E5.
I so despise these things. Surely, they are fueled by unnatural magics.
"Kosz, May fortune guide your actions," invokes Deia. Guidance on Kosz (+1 to 1 roll).
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Daily casting
Hex: Healing - Anevia
----------------------

Rex Kayn |

Rex Round 1
Rex holds his pistol out waiting for one of the creatures to come closer, "I don't have a good shot, I'll have to wait until they come closer."
Ready Action, Attack if a Darkmantle gets with 10'.

The Unruly GM |

Ok, I was able to update the map again.
Round 1 Update
Max moves forward and gives Kel a blessing.
Tina moves forward and stabs blindly, missing her intended target. 1d100 ⇒ 22
Horgus refuses to help, but offers a bit of wisdom.
Initiative Order
Darkmantles
Anevia
Max
Tina
Horgus
Kel <---- We Are Here
Deia (Action Posted)
Kosz
Aravashnial
Rex (Action Posted)
Tracking
DM1: -15hp, it looks like it's in very bad shape.
DM2: -5hp, it looks like it's wounded.
Kel: Guidance.

Kosz Trumpeter |

Kosz swings again at the closest creature.
Cold iron morningstar melee attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

The Unruly GM |

Botting Kel
Round 1 Update
Kel tosses his net at the darkmantle closest to him, trapping it. Attack: 1d20 - 1 ⇒ (17) - 1 = 16
Deia offers Kosz a blessing.
Kosz swings his morningstar at the more wounded of the two darkmantles, inflicting a crushing blow and sending it crashing to the ground.
Aravashnial can't see.
Rex aims into the darkness, but doesn't fire.
Round 1 Complete
Tracking
DM1: Dead.
DM2: -5hp, Entangled.
Kel: Guidance
Kosz: Guidance