
Maximillian Akorius |

Round 2
Max reloads, and then takes another shot at the creature that has now engaged Kosz. But ensuring he doesn't hit Kosz makes the shot difficult. Attack: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14; Damage: 1d8 ⇒ 6; Ammo reusable if miss?: 1d2 ⇒ 2 (Yes.)
He then steps close to Kel. 5 foot step south.

Kosz Trumpeter |

Holding his shield up to ward off the darkmantle above him, Kosz swings his morningstar at the creature.
Cold iron morningstar melee attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Remember the darkmantle's +1 to hit for height over Kosz

The Unruly GM |

Round 2 Update
Kosz swings at the Darkmantle, but the creature dodges the blow.
Max reloads and fires another shot at the darkmantle, but misses once again.
Deia tries to use her cursing stare. Will: 1d20 ⇒ 8 The darkmantle begins acting strangely.
Rex holsters his pistol and picks his club up off the floor.
Horgus continues to cower in the back.
Initiative Order
Tina
Darkmantle
Anevia
Kosz
Max
Deia
Rex
Horgus
Kel <---- We Are Here
Aravashnial
Tracking
Darkmantle -3hp, -2 Attack Rolls 7 rounds.
Kel +1 on single attack, save, or skill check due to Guidance.

Kel the Guardsman |

"Stay here folks. He needs some help. I'll be right back."
Moving forward, Kel waits a moment for the strange creature to start to close on Kohz again and then whips his net out at it.
Touch Attack: 1d20 - 1 ⇒ (17) - 1 = 16
If I hit, it's entangled and can't go more than 10' from me without an opposed strength check to drag me along.

"Aravashnial" |

"Hold on, let me try again!"
Aravashnial casts the same spell as before, flinging it in the same general direction. It impacts the wall behind and beside Kel.
"Hah! I bet I got it that time!"

The Unruly GM |

Round 2 Update
Kel tosses a net and traps the darkmantle!
Aravashnial tries casting his spell again to the same effect.
Tracking
Darkmantle -3hp, -2 Attack Rolls 7 rounds. Entangled.
Kel +1 on single attack, save, or skill check due to Guidance. (unless used on that net throw)
End Round 2

The Unruly GM |

Round 3
Initiative Order
Tina <---- We Are Here
Darkmantle
Anevia
Kosz
Max
Deia
Rex
Horgus
Kel
Aravashnial
Tracking
Darkmantle -3hp, -2 Attack Rolls 7 rounds. Entangled.
Kel +1 on single attack, save, or skill check due to Guidance. (unless used on that net throw)

The Unruly GM |

The darkmantle lunges at Kosz's head again, and misses. slam: 1d20 + 3 - 2 - 2 + 1 ⇒ (10) + 3 - 2 - 2 + 1 = 10

Rex Kayn |

Rex Round 3
Rex tightens his grip on his club and moves to engage the Darkmantle.
Move Action to 3H
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Probably a miss, but just in case.
Club: 1d6 ⇒ 2
Rex can find no opening in the darkmantle's defenses.
Move Action
Standard Action:Attack
Bullets 7/10

Kel the Guardsman |

Kel points Kosz toward the other side of the creature. "Let's see if we can box it in. It isn't going anywhere."
Kosz, move to flank. Let's pile on the bonuses and let that 3rd level rogue do her thing.
I'll take my actual action once a few others have posted.

Maximillian Akorius |

Max moves forward to stay near Kel. He then offers a helpful hand to the injured Anevia. "Aroden guide your steps."
Move to F2, cast guidance on Anevia.

The Unruly GM |

Round 3 Update
Tina moves forward and stabs mercilessly at the darkmantle. -8hp
The darkmantle attempts another attack on Kosz, but misses.
Anevia moves forward further.
Initiative Order
Tina
Darkmantle
Anevia
Kosz <---- We Are Here
Max (posted action)
Deia (posted action)
Rex (posted action)
Horgus (posted action)
Kel
Aravashnial (posted action)
Tracking
Darkmantle -11hp, -2 Attack Rolls 7 rounds. Entangled.
Kel +1 on single attack, save, or skill check due to Guidance. (unless used on that net throw)

Kel the Guardsman |

Kel transfers the lead rope of the net to his sheild hand and yanks his sword from it's sheath on the back of the sheild. He quicksteps to the side to take better advantage of his allies positions and stabs down at the creature.
Attack, Guidance, Flanking: 1d20 + 4 + 1 + 2 ⇒ (10) + 4 + 1 + 2 = 17
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

The Unruly GM |

Gonna bot Kosz to keep things moving.
Round 3 Update
Kosz sidesteps the Darkmantle and swings at it, dealing a wicked blow. Morningstar flanking: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Max moves up and gives Anevia a blessing.
Deia moves up to Kosz and gives him a blessing. Moved you 1 step further to be in range.
Rex moves up to swing, but misses.
Horgus moves forward just enough to stay in the light.
Kel moves up attacks, sending the battered remains of the darkmantle to the ground.
Combat over.

Kel the Guardsman |

Kel cleans his sword and refolds his net. "Nice work everyone. Keep an eye upwards. This might not be the only one."

"Aravashnial" |

Aravashnial clumsily feels his way forward, trying to get closer to the voices that he hears in front of him.
"Well then, since I didn't hear any cries of pain I'd say we did a good job and assume that everyone made it out intact. And I'd agree with Kel that those with eyes should keep them turned upwards. But there's no time to revel over small victories. Shall we continue onward?"

The Unruly GM |

If you want to continue a conversation prior to moving forward, you can. Just put it in a spoiler marked as "Earlier." I'm not trying to push you guys, but I'm assuming that you're going to continue down the path rather than stop and rest here.
Deia's torch begins to flicker and sputter, its pitch nearly gone, as the party heads away from the scene of their recent battle and proceeds down the hallway towards the green light. As you draw nearer you find that the tunnel ends its eastern route and forms a junction. The main path continues to the south and a much narrower, less worn, path heads north.
Glancing into the northern passage reveals that the sickly light is being emitted by some form of mold or fungus that grows thick on the walls, giving the passage the appearance of a path cut through hedges. You can make out an opening at the end of the passage, probably no more than 100 feet away, that contains a pile of rubble and what looks to be a stone building.
Glancing to the south you see nothing but darkness as the trail leads beyond all light.
Time: Approx 2:45pm
I just looked up the burn time on torches and saw that they're only supposed to last an hour. You guys have been down in the caves for close to 3 hours at this point, but since I didn't realize the short burn time I'm not going to make you go back and light two more torches over my own mistake. Just assume that the one you've been burning was some kind of extra-large torch.

Kosz Trumpeter |

Kosz swings his head up towards the sickly light of the mold and fungus before peering into the darkness opposite. "We have a decision to make. To the left is a narrow passage coated in some kind of luminescent fungus or mold. Beyond it opens into a cavern with rubble and a building of stone. To the right, the passage goes on in darkness farther than I am able to see."

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I'm on my second torch, so I think we are only one behind. I'll light another now so we should be good.
As her torch begins to flicker, Deia lights another from the soon to be finished one.
"Well, " she starts to think aloud, " I can't imagine why people would go to all the effort of building something at the bottom of the sewers. Maybe the other end of the building opens into the city. What does everybody else think? "
I have no KN: Nature or KN: Dungeoneering skills, so no check for me.

The Unruly GM |

Everyone should be able to attempt this check, regardless of if they have ranks in the skill. Though I won't roll untrained checks for you.

Maximillian Akorius |
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Don't worry about pushing us Unruly - glad we're still moving forward. By stone building, is it an underground building or is it possibly back on the surface?
Knowledge check: 1d20 + 4 ⇒ (17) + 4 = 21
"The glowing fungus is harmless. We could use that glowing fungus as a light source if we want. A handful glows about as bright as a candle, and will last a full day and night."

The Unruly GM |

It's still underground. It's just a building made of stone that's been constructed in the cavern.

Rex Kayn |

"Must be part of the old sewer system?"
"I've heard tales that the underground below the city is extensive. I guess they are true."
I'll do Take 20 on a Knowledge:Engineering check to determine anything about the building.
Total:23

The Unruly GM |

Rex, you aren't close enough to inspect the building that closely yet.

Rex Kayn |

"Well I'm not sure about this building to far away to make out any details, I'll move up a bit and scout it out."
Rex cautiously walks up closer to the building to be able to inspect it.
Engineering Take 20, for a total of 23.

The Unruly GM |

I was typing up a post of the whole group moving down there, but...
Rex heads away from the party and darts down the passage, eager to get a closer look at the building. Tina follows closely behind him. The rest of the party follows Rex and Tina, though at a greater distance due to their having a head start.
The soft fungus beneath your feet adds a bit of a spring to your step as you travel down the passage. The covered walls act as baffling, muffling all sound inside the passage and adding to the eerie atmosphere created by the pale, green light. As you make your way closer to the end of the tunnel you can see the building more clearly, and can make out what looks to be a giant hammer that's carved into the front wall.
As you approach the building to more closely inspect it, you hear a loud, high-pitched, but intermittent, buzzing coming from above you. Looking up, you see a giant fly transitioning from the roof of the building to the wall, its wings fluttering rapidly.
Anevia: 1d20 + 7 ⇒ (5) + 7 = 12
Aravashnial: 1d20 + 2 ⇒ (16) + 2 = 18
Deia: 1d20 + 4 ⇒ (9) + 4 = 13
Horgus: 1d20 - 1 ⇒ (18) - 1 = 17
Kel: 1d20 + 2 ⇒ (8) + 2 = 10
Kosz: 1d20 ⇒ 17
Max: 1d20 + 3 ⇒ (4) + 3 = 7
Rex: 1d20 + 4 ⇒ (13) + 4 = 17
Tina: 1d20 + 2 ⇒ (10) + 2 = 12
Fly: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Order
Fly <---- We Are Here
Aravashnial
Rex
Kosz
Horgus
Deia
Anevia
Tina
Kel
Max
The map link has been updated as well.

The Unruly GM |

The fly climbs down the wall and bites at Rex.
Bite: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5
You'll find out later: 1d3 ⇒ 2
The fly sinks its proboscis deep into Rex's shoulder.
Aravashnial, unaware of what's going on ahead due to his blindness and the sound muffling qualities of the fungus-covered walls, does nothing.
Initiative Order
Fly
Aravashnial
Rex <---- We Are Here
Kosz
Horgus
Deia
Anevia
Tina
Kel
Max

Kosz Trumpeter |

At Tina's exclamation, Kosz hustles to catch up.
Double move (40')to catch up. Reminder that Kosz was 20' feet ahead of the party before Rex and Tina decided to head towards the building.

The Unruly GM |

I had assumed that everyone would have closed the gap at the intersection while determining where to go. I put you on Rex's left side after your movement. If you want the right side, just say so.

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"Help is on the way, Rex!" shouts Deia as she follows Kosz toward the commotion.
Double move here as well, ending one square south of Kosz.
Knowledge(Religion): 1d20 + 4 ⇒ (9) + 4 = 13
As she comes to a stop behind Kosz, Deia takes a moment to assess the scene. She recognizes the hammer carved into the wall beyond Rex as the symbol of Torag, a common Dwarven diety.

The Unruly GM |

The building was already lit. The cavern has patches of that fungus in it that are providing ample light.

The Unruly GM |

No worries, the bit that actually described the cavern was labeled "Rex and Tina" after all. Probably should have labeled it as "Once inside" or something instead. So here it is for future reference:

Rex Kayn |

Rex Round 1
As Rex approaches the dwarven building, Rex shouts back "Interesting, a building dedicated to Torag. It is really old and..."
Rex's words trail off as a giant fly leaps off the building and sinks its rather large proboscis into his flesh.
"Gah, that hurt," as Rex scrambles away from the creature.
Rex then draws his his pistol and fires at the creature.
Ranged Attack,Point Blank Shot: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage
Pistol: 1d8 + 1 ⇒ (8) + 1 = 9
Free Action:5' Step Back to E9
Move Action: Draw Pistol
Attack Action: Range Attack
HP: 10/13
Failed a Save
Bullets: 6/10
Words you don't want to hear: DM:"I'll tell you later! :)

TinyTina |

Round 1
If fly is still flying above the group
Tina steps to F-9 and takes out a small flask, putting a few crumbled substances inside, Tina hurls it at the fly.
Touch attack, bomb: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 4 ⇒ (5) + 4 = 9
1/6 used
If it is flappiing closer
Tina steps to F-9 and jabs with her longspear.
Longspear: 1d20 ⇒ 101d8 ⇒ 7

The Unruly GM |

Round 1 Update
The fly stabs down on Rex, jabbing him in the shoulder.
Aravashnial remains stationary.
Rex stumbles backwards, firing at the fly. He scores a wicked hit.
Kosz charges forward to Rex's aid.
Horgus doesn't want to get in harms way, and so he stays put.
Deia rushes forward behind Kosz.
Anevia starts to hobble forward.
Tina tosses an alchemical concoction at the fly, blasting it apart.
Combat over. That went quick.

The Unruly GM |

Now remember boys, flies spread disease! So keep yours CLOSED! I'll keep your heal check in mind when Rex rolls his next save.
A single 20ft tall building remains in the center of this 30-foot-high cave, a bunkerlike structure with no windows and walls of worked stone blocks. A large carving of a hammer decorates the building’s facade. The ruins of collapsed outbuildings stand to either side, with the rubble from the building on the left having fallen in front of my main building's door.