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Sarz slips past the group like a house cat and looks around the corner.

Merisiel the Pregen |

No problem, halfling...er i mean half orc... the rogue says with a chuckle and a playful jab as she sneaks forward ahead of Sarzuket She listens in at the door.
stealth: 1d20 + 11 ⇒ (16) + 11 = 27
perception: 1d20 + 10 ⇒ (12) + 10 = 22

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Tusk slips forward to the first door. He is about to open it when he thinks about dwarves and traps and elves.
"How about checking this door out, elf."
Though the suggestion is unnecessary as Merisiel bends an ear to it and starts to work her finesse magic.

GM Valen |

Merisiel can discern no sound coming from behind the door, which was carved from translucent alabaster. It is shaped into a delicate arabesque.
Pushing on the door, Merisiel finds its is somewhat stuck, but eventually it gives way.
Massive wheels and gears fill the room beyond.
Where to next, Pathfinders?

Merisiel the Pregen |

percption: 1d20 + 10 ⇒ (2) + 10 = 12
One moment... Meri says as she take a rock and jams the gears on the lever...making sure the trap won't work again...just in case. She then slithers ahead, and when she gets to the junction, she listens down the hallways, in case an alarm was raised.
perception: 1d20 + 10 ⇒ (9) + 10 = 19
Let's go this way...that other hallway is fairly long...indicating down on the map..."south" as it were...

GM Valen |

Let's go this way...that other hallway is fairly long...
A nauseating wonderland of giant fungi fills the hallway. Foul-smelling mold obscures the walls’ carved adornments. A narrow footpath winds among towering mushrooms, all lit by the unwholesome blue glow of mold. The entire area is slippery and choked with organic matter.
Whole area is difficult terrain.There are no indications that any alarm has been raised. Indeed, the chamber and hallways seem to be quite quiet.
Where to next?

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Tusk moves up to peer down the corridor Merisiel is examining.
"Whoooaa. So cool, and disturbing at the same time. But it doesn't look like a dwarf trap. Think it is safe? Don't know much about mushrooms. Don't even like to eat them."
Which is a bit strange since this is the same guy that was going to eat an ant joint.

GM Valen |

Tusk moves up to peer down the corridor Merisiel is examining.
What can be seen while peering down the corridor is now revealed on a new map on Slides.
Where to? Northeast? Or southwest?

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"I'm not so sure-- dwarves will use anything found underground, plant life included." Was that a hint of pride in his voice? "It's a tool just like anything." He inspects the mold and mushrooms to see what danger they pose.
Knowledge (nature), take 10: 10 + 8 = 18
Knowledge (dungeoneering), take 10: 10 + 4 = 14

Merisiel the Pregen |

so what you're saying...is that you can make a good broth with those mushrooms and the ant legs for Tusk here? I'll pass, thank you very much. Meri says, looking a bit greener than before.

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"Suit yourself. Enough lollygagging, let's go."
Tusk starts marching down the southern corridor, shield up and, because there are dwarves and fungi involved, he wraps his mouth and nose with cloth.
No mechanical benefit unless from RP - meaning Tusk does not have any special equipment for this and is improvising.

GM Valen |

"It's a tool just like anything." He inspects the mold and mushrooms to see what danger they pose.
Goldur concludes that the mushrooms and phosphorescent mold do not pose any obvious danger posing a potential slipping hazard. Indeed, many of the mushrooms would seem to be edible in some cultures within the Darklands, even if not necessarily considered particulary "tasty" to the culinary palate of most humanoids.
The ranger is also a bit suspicious of the carpet of fungi.
Korum confirms that the colonies of massive fungi spread throughout much of the area—many several feet tall—are varieties often cultivated by deep gnomes, derros, xulgaths, and some other species of Darkland inhabitants.
Other than the way you entered, there are essentially two directions the party can proceed:
Northeast (indicated by blue arrow)? Or southwest (indicated by yellow arrow)?
Please move your PC tokens accordingly.

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Korum stands at the end of the long corridor. He moves in a bit, careful to avoid the fungi as best as he can. Pointing with his ax, "There's a set a doors down here. I'd prefer to clear that first so sumthin' nasty don't come waltzin' up behind us."
Voting for the BLUE ARROW

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Blue Arrow. And by the way, hi everyone, I'm going back to the active game. Difficult couple of weeks at work.
Ashtoret, who has been silently studying what is happening all this time, casts a spell on herself with a wand (mage armor) and nods to the left.

Merisiel the Pregen |

Makes sense to me... Meri says. as she wraps a a quickly made scarf around her face. What? I'm not taking any chances with spores and dust and the like...plus it smells like a dung pile...light a candle or something... she explains as she makes a face. She ambles up to the door and checks it out.
perc, +2 traps: 1d20 + 10 ⇒ (12) + 10 = 22
only moved part way up in case something happens before that..otherwise heading to the door...

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I guess Tusk turns around and marches east, passing up the more cautious elf - right into the blast radius of any traps. He leaves it to someone else to light a candle though.

GM Valen |

only moved part way up in case something happens before that..otherwise heading to the door...
I have moved the party's tokens accordingly.
Unlike the alabaster door you have previously seen, this pair of doors is shaped of silvergilt iron. Merisiel does not see any traps in or around the exterior of the door. The door appears to be barred from the inside.
The iron doors can be opened with a successful Strength check or sufficiently damaged to break through (make attack/damage rolls).

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Sarzuket advances next to the alabaster door and tries to see through them. Failing that, he listens carefully for any noises coming from the other side...
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

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Tusk rattles the iron doors and scowls.
"Think you can finesse these things or shall I break them down? I have just the right tool for that!"
Tusk starts limbering up with his adamantine axe, rather obviously hoping that Merisiel is unable to get through the door with her dinky lockpicks.

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As Sarzuket moves down the hallway, Korum stops at the double doors and checks them for any hidden dangers.
Perception (Trapspotter 10'): 1d20 + 6 ⇒ (20) + 6 = 26 {+1 to find traps for a 27}

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Assuming Korum finds nothing, Tusk will start breaking the door down. Taking a two handed grip on the axe, and wielding the side made of adamantine, he cleaves into the door he is standing in front of.
To hit Orc double axe: 1d20 + 7 ⇒ (20) + 7 = 27
Damage, adamantine: 1d8 + 12 ⇒ (6) + 12 = 18
crit?: 1d20 + 7 ⇒ (17) + 7 = 24
Damage, adamantine: 1d8 + 12 ⇒ (5) + 12 = 17
Not sure if you can crit a door and not sure he even needed to roll, but I did anyway :)

GM Valen |

Neither Korum nor Meri note the presence of any traps. Tusk's initial strike with an adamantine axe cuts a sizeable hole in the iron door, but fails to bring it down completely. The sound of the strike and rending metal echoes off the twelve-foot high ceiling in the gallery’s corridors before seeming to continue throughout the complex.
Unfortunately, can't crit an object such as a door. One more strike ought to remove the door as an obstacle.

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To hit Orc double axe: 1d20 + 7 ⇒ (4) + 7 = 11
Damage, adamantine: 1d8 + 12 ⇒ (7) + 12 = 19
Though his aim is a bit off, he does manage to land another penetrating (and apparently quite noisy) blow on the door.

Merisiel the Pregen |

Might want to work out a bit there, big guy...shoud have blown through that door...Meri says with a sly grin as she leans against the wall waiting to gain entry into the room.

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The silent pale girl lifts the crossbow and nervously licks her lips. I think someone will meet us there now.

GM Valen |

Patches of dimly glowing fungi reveal a complex dwarven workshop. A wall of kilns, ovens and forges divides the workshop into two vast chambers, each crowded with unfinished sculptures, cobweb-covered tool racks and tables heaped with rusted detritus. The workshop’s ancient, splintering floorboards sag beneath heaped debris. Holes and cracked planks reveal an open space below the cluttered chamber, evidently accessed via stairways on the southern half of the room. Twenty feet overhead, cobweb-covered booms and racks support hanging crucibles and massive chains for hoisting quarried stone.
The broken machinery and rusting forge implements that cram this room make it none too safe to traverse. Crumbling stone walkways surround the chamber and wooden planks floor its center. Holes in the rotting wood make the floorboards a maze of potential pitfalls. Heaps of rusty, jagged scrap collapse at a touch or shift out from underfoot. Disgusting
vermin scuttle everywhere.
The outer stone walkways are considered difficult terrain because of their decayed state.
The "shaded", inner areas are covered in wooden planks. Because of their holes, rot, and because they are thickly piled with vermin and bits of broken machinery, the wooden planks across the center of the floor require a DC 10 Acrobatics check to walk within or through at half normal speed. Failure means the creature can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls. Creatures in the area that do not move on their turn do not need to make this check and are not considered flat-footed. The sets of steps lead down below the "shaded" areas.
A band of short, humanoids with large, puffy blue faces inhabit the room. All three have darts in hand, clearly alerted to your presence by the sound of dashed stone.
Upon seeing the creatures and the bulbous eyes, Mersiel and Tusk each receive a feeling of horrible dread.
Merisel, Will save: 1d20 + 3 ⇒ (18) + 3 = 21
Tusk, Will save: 1d20 + 3 ⇒ (17) + 3 = 20
The feelings quickly abate.
Initiative, Sarzuket: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative, Tusk: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative, Korum: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative, Ahtoret: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative, Merisiel: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative, Goldur: 1d20 - 0 ⇒ (14) - 0 = 14
Initiative, blue: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative, red: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative, yellow: 1d20 + 1 ⇒ (10) + 1 = 11
FIGHT IN THE FORGE - Round One Begins!
PCs in bold may act
Merisiel
Korum
Sarzuket
Blue
Ashtoret
Tusk
Goldur
Red
Yellow

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The ranger runs up to get in the face of one of the tiny toughs. "C'mon little man, take yer best shot!"
Due to the difficult terrain, I think I have to take a double move to get there. If it counts as two squares to enter difficult terrain, then it's a double move. If I can enter difficult terrain normally, then I can get to him and attack (in the spoiler below).
Great Ax: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d12 + 6 ⇒ (9) + 6 = 15

GM Valen |

Due to the difficult terrain, I think I have to take a double move to get there. If it counts as two squares to enter difficult terrain, then it's a double move.
It does count as two squares to enter difficult terrain.
FIGHT IN THE FORGE - Round One Cont'd!
PCs in bold may act
Merisiel
Korum
Sarzuket
Blue
Ashtoret
Tusk
Goldur
Red
Yellow

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Noticing the darts carried by the creatures, Sarzuket calls upon Gozreh to erect a wind wall in the chamber's entrance. He then follows Korum into the room, taunting the creatures to throw the darts at him with rude gestures!
Casting wind wall, 4-ft long and up to 20-ft high; location shown by thick white lines on the map, followed by a move action to follow Korum.

Merisiel the Pregen |

Meri seizes the opportunity to stick her blade in the foul creature's ribs. She darts beside Korum and jabs her rapier towards the creature.
attack: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 3 ⇒ (4) + 3 = 72d6 ⇒ (4, 4) = 8
moved 2 squares to beside Korum...rolled sneak damage as well...

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Casting wind wall, 4-ft long and up to 20-ft high;
Correction: meant to say 40-ft long

GM Valen |

As a magical wind blows, Merisiel manages to strike the blue-hued foe in a vital spot, killing it instantly.
Hearing the death throes of an ally over the gush of wind, one of the creatures (blue) drops its dart and draws a pair of shortswords as he moves towards the party. Double move
Acrobatics (DC 10): 1d20 + 3 ⇒ (14) + 3 = 17
FIGHT IN THE FORGE - Round One Cont'd!
PCs in bold may act
Merisiel
Korum
Sarzuket
Blue
Ashtoret
Tusk
Goldur
Red
Yellow -13 HP

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"Uh, whaddo I do now? That wall thing of yours? Do I stay on this side of it?"
Tusk moves up next to the wall and waits for someone to come up next to him and will attack if one does.
To hit Orc double axe: 1d20 + 7 ⇒ (13) + 7 = 20
Damage, adamantine: 1d8 + 11 ⇒ (8) + 11 = 19

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"A wind wall! I haven't seen one of those since the day poor Delven got himself caught in one. Poor fellow miscalculated the reach of his own spell. Swore off using the blasted thing ever again, I can tell you!"
Inspire Courage, round 3: +1 to attack, damage, and saves vs fear.

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"Who is Delven? is he an idiot or a genius?" asks the gnome, genuinely interested to know the specifics of this story.

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"Ya... I've seen my share of those at the Grand Lodge..." adds Sarz, giggling.

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"An aspiring mage I knew when I was young. Delven the Daring, he called himself. After that, we called him Delven the Doesn't!"

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The one with two swords can be dangerous. I'll try to level it out...
Ashtoret touches her silver jewel-encrusted symbol in the form of a fly with a skull, and then directs her finger towards a creature (blue) with short swords.
Ослепни! - demands she in skald.
Blindness/Deafness, DC 17 Fort; blindness of course.

GM Valen |

Sorry for the delays. Holiday and family obligations are limiting my posting, but I expect to return to my regular posting rate once the kids return to school on January 3rd.
Blue, Fort (DC 17): 1d20 + 2 ⇒ (13) + 2 = 15
The bulbous eyes of one of the blue-skinned creatures (blue) glaze over as its pupils seem to disappear. The creature curses in Undercommon.
Another one of the creatures (red) climbs over the damaged crates and, unable to perceive the invisible wall, let's loose a dart on the gnome!
Ranged (dart) w/hatred: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage (P): 1d3 - 1 ⇒ (1) - 1 = 0
Miss<31: 1d100 ⇒ 62
The dart smacks the gnome in the head.
1 point of nonlethal
The text of wind wall only calls out arrows and bolts as auto misses and, since they do so little damage anyways, I am ruling in an effort to pose at least some sense of harm.
FIGHT IN THE FORGE - Round Two Begins!
PCs in bold may act
Merisiel
Korum
Sarzuket -1 NL
Blue (blinded)
Ashtoret
Tusk (readied action)
Goldur
Red

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Korum sneers at the elf, "Hey! That one was clearly mine! Go find yer own ta play with." He then lumbers towards the shortling on the far side of the room.
Double move through difficult terrain towards BLUE.

Merisiel the Pregen |

Meri sticks her tongue out at the orc as she moves to her next target.
try to keep up, will you? she laughs as she stabs her foe.
attack: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 3 ⇒ (1) + 3 = 4

GM Valen |

try to keep up, will you? she laughs as she stabs her foe.
Her blade wounds the creature (red) severely, but it does not fall due to its skin resisting the full force of the material in her weapon.
FIGHT IN THE FORGE - Round Two Cont'd!
PCs in bold may act
Merisiel
Korum
Sarzuket -1 NL
Blue (blinded)
Ashtoret
Tusk (readied action)
Goldur
Red -2 HP (disabled)
With the holidays and subsequent fall-out, I will give Sarzuket some more time to post and, if nothing is posting by tomorrow, then I will put the gnome on delay and resume the game at, hopefully, our pre-holiday pace.

GM Valen |

BOTTING Sarzuket - No post in 24+ hours
Sarzuket considers his actions.
Delay
Unable to see, the creature with the pair of drawn swords is weary of attack. He prepares to strike any approaching foe.
(Readied action)
FIGHT IN THE FORGE - Round Two Cont'd!
PCs in bold may act
Merisiel
Korum
Sarzuket -1 NL
Blue (blinded, readied action)
Ashtoret
Tusk
Goldur
Red -2 HP (disabled)

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Tired of waiting on a wall, he waltzes through it and engages red, taking up position opposite of Merisiel (and probably getting an AoO)
To hit Orc double axe, flank: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Damage, adamantine: 1d8 + 11 ⇒ (7) + 11 = 18