
Syretia |

Syretia peers into the darkness, muttering an incantation under her breath. After a moment, she delivers the spell with a light touch to Fenrir's back and turns to look down the western passageway.
Perception: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Mage armor for Fenrir!

Booker Marmilade |

"'Careful' is is my middle name, see? Er, well, I guess you can't, on account of my, yah know, invisibility, eh?" Booker rambles a little. "Ok, back in ah jiff. If I die, ya gotta tell my Ma I love 'er. I'll make it real obvious-like, lotsa screamin'!" he promises before skulking down the tunnel.
________
T10 wherever possible, but the plan is to stealth around the compound while perceiving. In an effort to expedite the solo scouting expedition: He isn't trying to investigate things as much as he just wants to get the lay of the land and a visual on the dangers of the tunnels. If there is a trap that he can't discreetly mark off with chalk and carefully go around, he'll try to disable it quietly if nobody is around. He will only touch things he absolutely has to (since casting would make it obvious an intruder is here). Above game, there's that real big chasm. If he gets to it, he'll just jump it if it is 10ft or less, otherwise he'll back track and try the other tunnel.

Lord Christian D'Elagante |

Could be survivors...or scavengers cleaning up the dead that were left behind...
AS book speaks about heading off...
Double H...do not rely solely on your magic to keep you safe. Do not push you luck...
The eastern tunnels could prove dangerous...be careful

DM Vayelan |

Booker cautiously creeps down the narrow tunnel, picking his way down the sloping path.
The wet-looking floor of this large cavern is crisscrossed by several shallow trenches, each containing trickles of putrid-looking fluid. Six foul mounds of compost and dung lie heaped about the room. The fragments of several small eggs are scatter amongst these heaps.
Q? Perception: 1d20 ⇒ 8
C? Perception: 1d20 + 4 ⇒ (11) + 4 = 15
A trio of giant centipedes, each one larger than you, idly scuttles around the room, foraging through the heaps of refuse. Countless normal centipedes also skitter along the floor, walls, and ceiling.
Thankfully, none of these yet take notice of your presence.
There is a zombie mite, 3 giant centipedes, and a centipede swarm in the hatchery, at the end of the red arrow path.

Booker Marmilade |

Booker shivers at the sight. Yeesh, all those creepy crawlies! Ain't no way we can make peace with that dead... thing an' those!
Doing his best to continue skulking to the other side of the room, the Halfling hopes to go even deeper into the tunnel system.
________
Nature vs Giant Centipede: 1d20 + 11 ⇒ (13) + 11 = 24
Nature vs Centipede Swarm: 1d20 + 11 ⇒ (20) + 11 = 31
Stealth (Invisibile): 1d20 + 15 + 20 ⇒ (17) + 15 + 20 = 52
Knowledge checks for what senses they have! He'll want to steer clear from anything that can detect him while invisible. I just remembered this, but he has the Dimensional Slide ability like Gaius does! He can only go 30ft with it, but he'll use that to avoid any of the creatures he needs to, trusting that these mindless goons won't know what happened. Any check for more information about the mounds?

Syretia |

"I hear something," Syretia whispers, taking a step back from the western tunnel and biting her lip. "Something deep in the tunnels. How long has Booker been gone?"

Brand Oluffson |

A long while, but it takes time to move quietly, I think we'd have heard something if he was in trouble...Brandt answers Syretia's question, while straining to hear any sounds of Booker or problems arising from the tunnels....
I hate waiting...

DM Vayelan |

Booker recognizes that the swarm of tiny centipedes are likely sensitive to tremors in the ground, so he takes pains to keep his slow, cautious steps far from where they throng the thickest - resorting to judicious application of magic when needed. The vermin's larger kin and undead caretaker, though, are easily avoided.
Thus, he leaves behind the hatchery, picks his way down the sloping passage beyond, and pauses at a narrow junction to observe the common room that branches off.
This common room is not abandoned.
Six small figures hunch over the remains of a human, ripping into it with their bare hands and teeth. Although they bear a resemblance to the zombie you just avoided in the hatchery, there is something unnervingly different about how these creatures' limbs and muscles move.
Mite Ghouls Perception, Scent: 1d20 + 5 ⇒ (4) + 5 = 9
They seem far more interested in their macabre meal than you, and they do not raise their heads or turn in your direction. You remain undetected for now.
I've added two tokens to the cross-section map of the warrens to show Booker's location in relation to the rest of the party, represented by a second Fenrir token.
The cross-section map and the grid-based map contradict each other regarding layout, but I am going to assume the cross-section is correct and that this next room branches off from the tunnel rather than being a part of the passage itself.

Lord Christian D'Elagante |

Christian paces back and forth slowly, doing his best to not hit the ceiling while crouched over.
Damn it...he should have been back by now...Something is wrong.
Christian takes in a deep breath to calm his nerves.
He is not one of yours...but he knows what he is doing...trust him..
Christian looks to the others
be ready to move if he does not come back soon

Booker Marmilade |

NOPE! NOPE NOPE NOPE NOPE NOPE! They ain't payin' me enough tah cross that sorta mess solo! Booker does his best to return back to his allies quickly while remaining undetected.
Without any indication of his return, you all hear Booker's agitated voice begin rambling. "Holy Mothah ah Pearl! You's guys shoulda seen 'em, they was all *NOM NOM NOM* and *RARARARARA*," he explains, invisibly miming his sound effects. "I jus' 'ad tah come back, it jus' isn't smaht tah go on by yerself when ya see sumthin' like that, ya know? Ok, uh, some sorta zombie, big centahpedes, and swarms ah little centahpedes just down tha tunnel. An' then, I saws ah buncha Mites, but theys wasn't movin' right. I dunno how tah explain it, but it was all wrong, see?"
His breathing is still fairly rapid when he continues. "Lemme check tha otha tunnel while I'm still all see through, eh?"
________
He probably could have teleported past them, but he has zero confidence that, if he goofed, the party would be able to save him before he turned into the second course ;) If my fellow players still have the patience (thank you for what you've already given, btw), Booker is willing to check the other tunnel so we know if we'll be fighting a war on two fronts or not.

Brand Oluffson |

Brandt looks relieved when Booker returns, and then grimaces when he hears of what's below them...Great bugs and the undead... Well at least we know what we're facing. Syretia, and anyone, can you handle the bugs? I can probably keep the zombie busy long enough for us to be okay, and Fenrir can help with that certainly.
The Ulfen scratches his beard, nodding at Booker, Yes, you should probably scout out the other side too, just to make sure we're not ambushed in the rear...
Brandt calmly pats Fenrir's head, waiting for the time when Booker will lead them again into battle...

Syretia |

Syretia shakes her head. "The big ones, sure. But I'm afraid my magic is, ironically, not much use against large collections of tiny insects. We'd need something less, for lack of a better term, focused." Thinking for a moment, she considers the options. "Oh! We have a scroll that might be helpful, though I don't think it will be enough on its own. A bomb could work, too."

Syretia |

"Zombies are easy," Syretia says, cracking her knuckles and grinning. "Little bit of fire fixes them right up."

DM Vayelan |

My apologies for the delay. I thought I had already posted this update.
Taking the western tunnel, Booker must eventually shimmy his way down a steep slope leading down to the next chamber. The walls of this egg-shaped cavern are obscured by thick tangles of long, pallid roots. To the east, the chamber opens into a wide, root-filled chasm.
That isn't to say that there aren't any bodies at all in this cavern. Four dead kobolds tied into the roots that line the walls. Their once-black scales have faded to a ghostly gray, and their bodies bear marks left by torture. One of the bodies, though emaciated, is in slightly better condition, suggesting he or she outlasted the other three by a significant degree.

Booker Marmilade |

We oughta bury them proper after all-ah this. Just ain't right. Booker shakes his head at the Kobold's bodies, then proceeds to the edge of the crevasse. From the edge, he tries to figure out what it is he might have missed after he retreated from the spooky, corpse-munching Mites.
________
Once he sees what he can see, he returns and shares his findings!

Orlog BrightShield |

Checking the straps of his shield, Orlog grows impatient with every minutes that passes. "Is he exploring the entire place before we can get in there?"

DM Vayelan |

Across the gap you see what was once some manner of common area or war room. The fragments of toppled and broken furniture, including an utterly smashed table, are strewn across the room.

Booker Marmilade |

Booker creeps his way back to the others. "Ok, so, tha good news is we ain't gotta worry 'bout nothin' coming at us from tha back, see? Tha bed news is those Whitenoodles did ah serious number on tha Mites and that was aftah tha Mites took some, uh, frustrations out on ah couple ah Kobolds... I'm ready tah take tha fight tah tha Mites!" he explains. Still invisible, he lingers near the back of the group with a club in his hand.
________
Thanks for y'all's patience! Done scouting, ready to pounce!

Lord Christian D'Elagante |

Ok with our backsides covered and our exit secured as much as possible...let us move forward. Undead, Centipedes and swarms of centipedes. We need someone to take care of the swarm...are we ready?
He looks to those that have magic at their fingertips...

Brand Oluffson |

Brandt nods at Christian and the others, before quickly incanting some words in Skald and touching Fenrir. Magical energies surround the wolfhound for a brief moment, congregating on his mouth, before Brandt nods to Orlogg that he's ready and fading into the shadows of the room. His cloak obscuring him in the darkness.
Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
Cast Magic Fang on Fenrir, Stealth, move. So I guess that's two rounds of actions?

Orlog BrightShield |

"Finally, something to do." Orlog starts forward, taking the lead. He enchants his armour for better protection and then heads directly toward the biggest creature he can see.
Increase defense blessing, +1 ac & +1 on saves.

Syretia |

At Christian's question, Syretia begins to shake her head, but suddenly stops and (lightly) slaps her forehead. "I can't believe I forgot that! Yes, I have something for the swarm," she says, grinning. "Just keep your distance as best you can." As they move, she reaches into a pouch and draws a scroll.
GM, when initiative starts I am going to dismiss heightened awareness to give myself a +4 bonus.

DM Vayelan |

Giant Centipedes: 1d20 + 2 ⇒ (13) + 2 = 15
Centipede Swarm: 1d20 + 4 ⇒ (15) + 4 = 19
Zombie Quoggy: 1d20 ⇒ 3
Mite Ghouls: 1d20 + 1 ⇒ (15) + 1 = 16
Despite his efforts to approach stealthily, when Brandt's boots fall heavily upon the earthen floor, he finds the countless tiny centipedes upon the walls skittering together into a single, swarming mass in the southern alcove off to his right.
This sudden swarm of activity draws the attention of their giant kin, and by extension their zombie caretaker, who begin to look for the source of the agitation.
Please roll initiative and post your first combat actions.

Brand Oluffson |

Brandt's boots betray him and he quickly goes on the offensive against the zombie, stepping to his left into the corner, and firing two arrows into the zombie. He calls out to his companions, Now is good!
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Deadly aim, rapid shot: 1d20 + 4 ⇒ (10) + 4 = 14
Deadly aim, rapid shot: 1d20 + 4 ⇒ (13) + 4 = 17
Arrow 1: 1d8 + 7 ⇒ (1) + 7 = 8
Arrow 2: 1d8 + 7 ⇒ (7) + 7 = 14
Seeing both arrows connect with the zombie, Brandt smiles to himself, and prepares for the inevitable counter assault from all the creatures in this room. Ol' Deadeye, let them come quickly, I'd rather not face all these creatures alone!
Fenrir will wait for Christian to enter the chamber, sticking by the young lord's side.
Fenrir initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Action: Delay, possibly move?

Syretia |

Initiative: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Syretia, following as quickly as she can, suppresses her initial feeling of revulsion at the combination of undead and countless skittering legs, and focuses her mind. With her free hand, she points at the zombie, sending a jet of flame shooting at it. With a sweeping gesture, she redirects it to the centipede on the far side of the zombie.
Burning Arc vs Zombie, DC 18 Reflex for half: 5d6 ⇒ (2, 2, 3, 1, 1) = 9
Burning Arc vs Centipede, DC 16 Reflex for half: 2d6 ⇒ (5, 3) = 8

Booker Marmilade |

Booker pushes himself against the wall to keep out of the way of the others. Alrighty, let's see 'ow these guys get goin' in a brawl!
With several arrows and a wave of fire flying towards their foes, the Halfling is thankful that nobody can see his invisible face!
________
Don't know how much movement it takes to move between arrows, but Booker wouldn't want to be first in or crowd the others out.

Bydar |

Initiative 1d20 + 1 ⇒ (8) + 1 = 9
Realizing where there are insects, there maybe poison,Bydar touches the shoulder of Syretia, "Shelyn give thee fortitude"
Resistant Touch +2 (7/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus. So +1 on all saves to Syretia for one minute

Orlog BrightShield |

Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Orlog tries to get in position as fast as he can, but just can't get his footing right in the tunnel.
Double move to get in position in front... as much as posible.
Increase defense blessing, +1 ac & +1 on saves.

Lord Christian D'Elagante |

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Seeing that they were ready, Christian moves into the room with weapon in hand. Knowing that he has made his worries about the swarm clear, he ignored the mass all together and engage the closes target.
He points his weapon at the enemy and waves for it to join him in combat
Time to clean this place up.
Move action to move into combat. Standard to attack. Using Power Attack. Swift action to use challenge.
Attack,PA: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Damage, Challenge, PS, PA: 1d10 + 3 + 5 + 5 + 6 ⇒ (7) + 3 + 5 + 5 + 6 = 26
Confirm Critical, PA: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Crit Damage, Challenge, PA: 1d10 + 3 + 5 + 6 ⇒ (6) + 3 + 5 + 6 = 20

DM Vayelan |

Due to the cramped nature of the mite warren, medium creatures get a -2 penalty on attack rolls with weapons to account for how they must stoop down or adjust their swing to avoid hitting the ceiling or walls.
Swarm Damage vs Brandt: 2d6 ⇒ (5, 2) = 7
Brandt Fort Save vs Poison DC 13: 1d20 + 7 ⇒ (19) + 7 = 26
Giant Centipede Bite vs Christian: 1d20 + 2 ⇒ (1) + 2 = 3
Giant Centipede Bite vs Christian: 1d20 + 2 ⇒ (10) + 2 = 12
Giant Centipede AoO Bite vs Orlog: 1d20 + 2 ⇒ (9) + 2 = 11
The tight confines do not impede Lord Christian's assault. He marches forth into the hatchery and with a single swing he chops the mite zombie in twain.
Before he can step away, Brandt soon finds hundreds of centipedes swarming over his legs. They get beneath his boots and armor and deliver myriad stinging bites.
Brandt takes 7 damage but saves against the poison.
Shaking the vermin free from his legs, the Ulfen ranger steps back from the swarm. He draws and looses his arrows. With the zombie in twitching halves upon the ground, he adjusts his aim and delivers his shots to the giant centipede beyond. His second arrow pierces the vermin and slays it.
The mite ghouls, hearing the disturbance above, rise from their meal and clamber up the tunnel and begin to pour into the hatchery to pursue fresh meat.
The two remaining giant centipedes skitter along the floor and roof to attack Christian, but their mandibles find no purchase against his hardened armor.
Orlog marches through the hatchery, heedless of the tiny centipedes he crushes underfoot as he moves, and he interposes himself between his comrades and the newly arrived ghouls.
Syretia, since your two targets were taken down before your turn in the initiative order, did you want to redirect your spell?

Syretia |

I've got a different option, but it will damage Orlog and Christian. Are you guys okay with that?

Syretia |

Surveying the rapidly changing situation, Syretia decides against her original plan, and instead begins reading from the scroll in her hand. She tosses the evaporating parchment and points at the oncoming swarm of ghouls, a red bead of energy coalescing in front of her outstretched finger. With a shout of "Orlog, Christian, take cover!", the bead launches forward and erupts into a wave of flame that devours the cavern.
Fireball, DC 14 Reflex for half: 5d6 ⇒ (4, 4, 5, 4, 2) = 19
I am targeting the lower right corner of Orlog's square, which should catch everyone in the chamber except for Brandt.

Lord Christian D'Elagante |

Reflex Save: 1d20 + 4 ⇒ (19) + 4 = 23
Christian already stooped over, watches as the pea sized ball of flame flies across the room.
ah shit
He adjusts his position so that the large centipede will take the brunt of the flame that erupts.

DM Vayelan |

Centipede Swarm Reflex Save: 1d20 + 7 ⇒ (3) + 7 = 10
Giant Centipede A Reflex Save: 1d20 + 2 ⇒ (1) + 2 = 3
Giant Centipede B Reflex Save: 1d20 + 2 ⇒ (9) + 2 = 11
Mite Ghoul A Reflex Save: 1d20 + 3 ⇒ (16) + 3 = 19
Mite Ghoul B Reflex Save: 1d20 + 3 ⇒ (8) + 3 = 11
Mite Ghoul C Reflex Save: 1d20 + 3 ⇒ (6) + 3 = 9
Mite Ghoul D Reflex Save: 1d20 + 3 ⇒ (4) + 3 = 7
Mite Ghoul E Reflex Save: 1d20 + 3 ⇒ (1) + 3 = 4
The warren's hatchery suddenly becomes a blast furnace, if only for an intense moment, as Syretia's fireball explodes in a mighty conflagration. The flames consume the centipedes, both large and small, and roast the undead flesh of the mite ghouls. The clusters of centipede eggs hiss and explode from the heat if not already destroyed by fire.
One ghoul, who was still on the edge of the next room down, survives the spell. The centipede swarm is nearly destroyed.
The party can post its next actions.

Brand Oluffson |

Brandt shakes himself, trying to dislodge the centipedes which worked into his armor, and calls Fenrir into the room,
Quickly dropping to one knee to get a better sight on the remaining ghoul he fires a single arrow, relying on precision over volume.
Deadly Aim: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
damage: 1d8 + 7 ⇒ (5) + 7 = 12
Fenrir trots into the room, taking up a position between the ghoul and Syretia and snarls at the undead creature.

Syretia |

The sight of her spell's aftermath draws an involuntary cackle out of Syretia. Almost immediately, she clamps her hands over her mouth to cut herself off. I hope Orlog is okay.

Orlog BrightShield |

Reflex vs Fireball: 1d20 + 2 + 4 + 1 ⇒ (18) + 2 + 4 + 1 = 25
Orlog turns just in time to see the flames erupting towards him. He lift his shield and deflects most of the explosion away. Looking down at himself, he assess the damage. "The beard is still there, everything is fine." He turns again to face the undead creatures, but realizes that they are all dead except one. Shrugging, he closes the gap to attack it.
Warhammer: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Increase defense blessing, +1 ac & +1 on saves.

Lord Christian D'Elagante |

Damn I had hoped that thing would be dead by now.
Christian steps away from the swarm and pulls forth a flask. He tosses it quickly at the thousands and thousands of bugs in hopes that it will break.
Range Touch Attack: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Damage: 1d6 ⇒ 5
His eye sight is still a little spotty from the spell as he tries to take in the situation.
Orlog how are things back there?...
How is everyone else faring?...

DM Vayelan |

The flask that Christian hurls erupts and either consumes the rest of the centipedes or sends them fleeing back into their crevices.
Brandt unleashes an arrow that lands square in the chest of the last ghoul as it clambers up the tunnel and into the hatchery.
Mite Ghoul Bite vs Orlog: 1d20 + 1 ⇒ (7) + 1 = 8
Nearly slain, the small blue ghoul rushes for Orlog, but its gnashing teeth don't even come close to the dwarf's armor.
In return, Orlog crushes the undead fey's skull with his warhammer.
With the smell of smoldering ichor and scorched earth filling the warren, the air at least grows quiet again as the last of the dangerous denizens is put down.

Orlog BrightShield |

Shaking his hammer to get rid of the remains of the mite's skull. "All good here." He looks over the room for their newest member. "Anything else left to kill in here?"

Lord Christian D'Elagante |

Christian looks around the room as he stomps out any stray fire.
Appears to be all clear..
He points to the path that the ghouls came from.
Shall we continue to clear this out?
WOW! That went well.