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This is my first time dealing with concealment/light issues - hopefully I get this correct. And everything else. I am still figuring out 2e.
Sindarin moves up so that he can get a better view. The caveman is still in shadow, but he can just make out the bat. He takes a moment to focus on the creature and get a better feel for it. There is not much space in the cavern so he drops his sword and draws his bow instead.
Brook silently dashes past Sindarin and the others and attacks the bat.
Bite: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

GM Farol |

Dorgen believes that this skeleton will explode when destroyed and is vulnerable to slashing weapons.
Libitina moves towards the bat, as she passes by undead he strikes at her. Aoo triggered
Longsword@Libitina: 1d20 + 10 ⇒ (17) + 10 = 27
Damage, slashing: 1d8 + 4 ⇒ (6) + 4 = 10
The sword strikes her, but Mandoo's magic keeps her safe. But he feels pain in his side like someone would punch him with great strength.
Libitina strikes at the bat, hitting them. bat hit -13. But as a result of that bat trashes their wings and strikes Libitina and Imelia
Wing@Libitina: 1d20 + 10 ⇒ (5) + 10 = 15
Damage, piercing: 1d6 + 4 ⇒ (3) + 4 = 7
Wing@Imelia: 1d20 + 10 ⇒ (13) + 10 = 23
Damage, piercing: 1d6 + 4 ⇒ (4) + 4 = 8 Hit Imelia -8
Libitina dodges the attack but Imelia is surprised by it.
Second reaction triggered.
Granitt moves closer and tries to intimidate the bat who returns him the look of his big and ugly face.
Granitt recognizes the creature as a giant bat, a natural creature that can be found in large caves or tunnels. You know that they can attack with jaws and wings, their echolocation does not replace their eyes so they can use one or the other.
Sindarin moves closer and takes out his bow. He orders his pet to attack the bat. His jaws sink into the flesh leaving massive wounds. Crit bat -14
★★★
Drums in the deep Round 2
Terrain: Cave, 20ft around geode is dim-light (yellow circle)
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Aleksandr (33/41 HP)
➤ Mrs Perkins (32/32 HP)
Mandoo (25/30 HP)
Caveman undead yellow (-8 HP) │ Religion to recall knowledge, raised shield
Cave batman blue (-27 HP) │ Nature to recall knowledge
Granitt (58/58 HP)
Sindarin (30/30 HP)
Dorgen (42/42 HP)

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Granitt shout to all, "It's just a big ugly bat, but it's got nasty claws and a big sharp toothy mouth." as he continues to stare at it for a moment.
Assume from now on any knowledge known by Granitt will be shared with the party

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Aleksadr decides that the bat is a significant threat and channels a powerful magic into her.
"Dearest Imelia, let them hear your voice!"
◆◆ Act Together
Aleksandr ◆◆ -- Cast a Spell (Thundering Dominance)
Imelia ◆ -- Strike vs skeleton
wail: 1d20 + 10 ⇒ (17) + 10 = 27sonic damage: 1d6 + 2 ⇒ (5) + 2 = 7
"LOUDER!"
◆ Imelia -- Thundering Roar
sonic damage: 4d8 ⇒ (8, 6, 2, 1) = 17 DC 19 basic Will. A creature that fails its Will save is also frightened 1.

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"Okay, now, everyone, let's not get killed right away."
Mrs. Perkins moves forward ◆ and casts life boost ◆ on Libitina.
She then launches into a tirade about what she knows of the undead. Recall Knowledge, Religion +7 ◆

GM Farol |

Retconning damage from Imelia, as bats don't have reach. But they do have hands!
Aleksandr casts a spell, Imelia look even more disturbing then before. She attacks the skeleton and hits Skeleton -7
Then she roars, interesting non of you are impacted, only the bat and skeleton
Will save bat, DC19: 1d20 + 8 ⇒ (1) + 8 = 9
Will save skeleton, DC19: 1d20 + 7 ⇒ (16) + 7 = 23
The bat falls to the ground motionless, but the skeleton withstands the worst part of the damage. Crit fail and save. Bat dead, skeleton -8
Mrs. Perkins moves forwards and sends a healing spell towards Libitina, trying to recall knowledge about the undead.
RK: 1d20 + 7 ⇒ (9) + 7 = 16
Mrs. Perkins believes that there is something unique in this one, that is why she can't really recognize this creature.
You can clearly see that the skeleton is barely standing but he still swings at the roaring creature
Longsword@Imelia: 1d20 + 10 ⇒ (12) + 10 = 22
Damage, slashing: 1d8 + 4 ⇒ (8) + 4 = 12
Longsword@Imelia, map: 1d20 + 10 - 5 ⇒ (12) + 10 - 5 = 17
Damage, slashing: 1d8 + 4 ⇒ (8) + 4 = 12
The first strike hits Imelia but the other misses. Then the undead raises their shield.
Just when you though that this fight would be over, you hear wings, tens or even hundreds. A swarm of bats with red eyes fly towards you and hovers over Libitina, Imelia, Granitt and Brook. They begin to bite them.
Blood feast: 1d4 ⇒ 4 Libitina, Imelia, Granitt and Brook Basic Reflex save DC16, bleeding 1 on failure
★★★
Drums in the deep Round 2
Terrain: Cave, 20ft around geode is dim-light (yellow circle)
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Aleksandr: Reflex save DC16 (4 dmg, 1 bleeding on failure)
Mandoo: Reflex save DC16 (4 dmg, 1 bleeding on failure)
Granitt: Reflex save DC16 (4 dmg, 1 bleeding on failure)
Sindarin: Reflex save DC16 (4 dmg, 1 bleeding on failure)
──────────
BOLD IS UP!:
──────────
➤ Aleksandr (29/41 HP)
➤ Mrs Perkins (32/32 HP)
➤ Mandoo (25/30 HP) │ fast healing 4 (4 rounds)
Caveman undead yellow (-23 HP) │ Religion to recall knowledge, raised shield
Red vampire bat swarm (- HP) │ Nature to recall
➤ Granitt (58/58 HP)
➤ Sindarin (30/30 HP)
➤ Dorgen (42/42 HP)

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Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
"Clear the area and I can deal with the bats!"
Aleksandr can hit the bats with Haunting Hymn, but that spell will affect allies as well in a 15 foot cone. If you are ok with being in the spell let me know or else I will wait to see if you can move out of the way.

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"Uh, you fight skeletons with slashing weapons! Best way to break bones is to cut them," Dorgen says before the skeleton is almost cut to shreds already. "But it looks like its necromantic energies are unstable! It might explode if it's damaged enough. You don't want to stay too close!"
Suddenly, he's standing face to face with thousands of tiny little bats. He decides to help disperse them. He casts a spell and a nearby loose rock hurls itself through the mass of bats.
◆◆ Telekinetic Projectile
Attack bat swarm: 1d20 + 10 ⇒ (7) + 10 = 17
Damage?: 2d6 + 4 ⇒ (5, 6) + 4 = 15
Bludgeoning damage would make the most sense for a rock, I guess.
◆ Then, he runs back to the relative safety of the back line.

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Mandoo staggers a little as he absorbs the giant bat's blow against Libitina.
[Uf!]
{How are you doing? Still with me I hope}
[Ha ha. I'm not that easy to get rid of my love]
{Good. I was hoping to keep you around a little longer}
[I love you too. Now finish off that abomination]
{Your wish is my command}
Mandoo/Libitina recovers 2 hp from Mrs Perkins' Life Boost (round 1/4) - Now at 27/30 hp
Then the screeching of the bats is heard and Libitina is attacked by the nasty little creatures...
Libitina Basic Reflex Save vs DC 16: 1d20 + 6 ⇒ (9) + 6 = 15
... but she's not fast enough. One of her wings is sliced and a thick dark liquid not unlike molasses starts oozing from the wound.
Sooo close - Now at 23/30 hp with 1 Persistent bleeding damage.
{'Tis but a scratch}
[I see you haven't lost your sense of humor]
Seeing that the skeleton is on its last legs, and knowing that it is somewhat proof against her scythe, Libitina brings her wings into play and uses them to beat it into submission.
Libitina Action 1 (◆): Strike (+1 Ghost Touch Wing) with Boost Eidolon and Spirit Touch vs Caveman undead yellow
Libitina Wing Attack: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Libitina Wing Damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 bludgeoning damage
Libitina Wing Spirit Touch Damage: 1 = 1 positive damage
Libitina Action 2 (◆): Strike (+1 Ghost Touch Wing) with Boost Eidolon, Spirit Touch and MAP1 vs Caveman undead yellow
Libitina Wing Attack: 1d20 + 8 + 1 - 4 ⇒ (8) + 8 + 1 - 4 = 13
Libitina Wing Damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10 bludgeoning damage
Libitina Wing Spirit Touch Damage: 1 = 1 positive damage
While Libitina steps out of the swarm, Mandoo once again concentrates to keep his protection of Libitina active. "ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ."
Action 3 (◆): Act Together
- Mandoo Action 3 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 19
- Libitina Action 3 (◆): Step (5 feet)
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Mandoo will use the reaction on the first attack that deals more than 5 hit points of damage.
Mandoo/Libitina take another 1 hp of persistent bleeding damage - now at 22/30.
Persistent Damage Recovery - DC 15 Flat Check: 1d20 ⇒ 13
Persistent bleeding damage persists.

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"Imelia, come to my side."
As she steps away, Aleksandr casts a spell.
◆◆ Act Together
-- Imelia ◆ Step
-- Aleksandr ◆◆ Cast a Spell (Haunting Hymn)
The area is outlined on the map.
The bats take 4 sonic damage (DC 19 basic Fortitude, deafened 1 minute on a critical failure.)
Imelia then adds her own voice the chorus.
◆ Imelia -- Strike
Wail: 1d20 + 10 ⇒ (9) + 10 = 19Sonic damage: 1d6 + 2 ⇒ (5) + 2 = 7

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When the skeleton steps and smacks Imelia, the dwarf quickly reacts, stepping forward (5ft) and swinging his battle axe at the bag of bones.
↺ Ranged Retribution On skellys first strike Imelia get resistance 6 against damage - Dwarven Battle Axe (Potency,Striking) 1d20 + 10 ⇒ (4) + 10 = 14 damage 2d8 + 3 ⇒ (5, 5) + 3 = 13
Then as the area is filled with a cloud of bats, he attempts to beat away the tiny biting creatures. Despite some of the bats, causing scratches to his face, none manage to cut deeply.
Reflex Save 1d20 + 6 ⇒ (17) + 6 = 23 - no bleed
The dwarf swings his axe at the nearest foe Skelly if still up.
◆ Strike - Dwarven Battle Axe (Potency,Striking) 1d20 + 10 ⇒ (20) + 10 = 30 damage 2d8 + 3 ⇒ (5, 8) + 3 = 16
But hears Alexandr's request to move so scatters out of the strange man's way.
◆◆ - Stride twice

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Mrs. Perkins will cast spiritual weapon to attack the swarm.
Spiritual Weapon: 1d20 + 10 ⇒ (16) + 10 = 26
Force: 1d8 + 4 ⇒ (8) + 4 = 12
Then, she casts guidance on Sindarin.

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That damage/bleed is actually for Brook, right? Not Sindarin?
Brook reflex save: 1d20 + 7 ⇒ (20) + 7 = 27
Brook is a superstar. Does she still take full damage if she crit succeeded?
The wolf easily hears the bats coming before they arrive, so she is prepared for their attack and leaps out of the way. Concerned for her safety despite her clear ability to fight, Sindarin calls Brook back to him.
He then takes a slow, deep breath, before going very still and loosing an arrow in the skeleton's direction.
Flat check for dim light: 1d20 ⇒ 14
Attack: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Damage: 1d8 + 1 ⇒ (1) + 1 = 2
◆ Command animal ◆ Hunt prey on the skeleton ◆ Strike
Conditions = Guidance

GM Farol |

It all finishes in the matter of seconds. Dorgen stone flies through number of bats, which is followed by Aleksandr spell, Haunting Hymn and Imelia's Wail and the remains are smacked with Mrs. Perkins spiritual weapon.
The undead is sent to oblivion by Granitt's dwarven ax, Libitina wing strike. Sindarin sends an arrow that might have hit skelly if he was up.
Fight is over. Since you have life boost and Granitt's Lay on hands, I will not track your HP after the combat, feel free to RP healing but there is no need to roll anything.
The cavern is still, bats are no more, and the geode shines with bright light.
You look around and you spot that there are more bodies on the floor, small skeletons wearing armor. The skeletons are the size of Granitt or Dorgen.
When you look at the fallen bats they seem somehow changed.
You think those skeletons belong to duergars. You believe that the duergars rose as undead due to some sort of malicious necromancy, and the bats became corrupted when drinking the duergars’ blood.

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When the fighting has stopped, Dorgen goes back to the front lines. "Everyone all right? That went better than expected, I think."
Then his eyes fall on the skeletons. "Do you think those are dwarves or more duergar, Granitt? They seem to have our, ahem, particular physique. I'm curious how, and why, they died out here. Were they ambushed by the bats, like us?"
Dorgen makes a few quick sketches and notes of the armour, then hurries towards the big glowing geode.
"The mushrooms seem to have dug their way through the crystal, and absorbed some of its properties. I'll take some home with me for later study."
He digs out a small patch of mushrooms with his clan dagger and carefully places it in his backpack. Then he cleans the dagger and sheathes it again.
As an afterthought, he looks at the fallen enemies.
Arcana: 1d20 + 13 ⇒ (8) + 13 = 21
"Ah, fascinating! Those are indeed duergar, and the bats seem somehow corrupted by drinking their blood. I've never read anything like this before! This re-classifies duergar completely! I'll have to write Ardelenn about this, his taxonomy of humanoids makes no sense anymore..."
He prattles on for a bit about taxonomy, mostly to himself.

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Once the last of their opponents goes down, Mandoo runs up to Libitina and examines her wounds.
[Looks like you'll pull through. The wound is closing on its own]
{I can already feel my strength returning}
[I believe we have Mrs. Perkins to thank for that]
{Witches have their uses}
[Nice work on the skeleton by the way. I expect that'll earn you a brownie point or two]
{It'll take more than that to balance the ledger}
[I guess that means you won't be leaving me just yet]
{No. Not just yet}
Mandoo turns to Mrs Perkins and gives her a short bow. "I can't thank you enough for looking out for my Tina, Mrs. Perkins. I hope to repay the favor when I next have the chance."
He and Libitina then examine the skeleton and the bats.
Mandoo Medicine: 1d20 + 9 ⇒ (11) + 9 = 20
Mandoo Religion: 1d20 + 7 ⇒ (3) + 7 = 10
Libitina Medicine: 1d20 + 7 ⇒ (12) + 7 = 19
Libitina Religion: 1d20 + 5 ⇒ (13) + 5 = 18
When Dorgen states his opinion, Mandoo nods. "I concur with your opinion Dorgen. These skeletons definitely belong to duergars. Some sort of malicious necromancy must have revived them. We must track down this foul corruption and expunge it from the world."
Mandoo then kicks at the remains to see if there is anything of interest before he and Libitina head over to the geode for a closer look.
Mandoo Activity: Search (Perception +7) - SECRET
Libitina Activity: Search (Perception +5) - SECRET

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Mrs. Perkins is somewhat disturbed by the idea that this corruption is something that can be spread around like a disease. But she keeps her opinions to herself as she Treats Imelia's Wounds.
Assurance (Medicine) 16: 2d8 ⇒ (3, 5) = 8
She'll also sit an quilt for 10 minutes to Refocus.

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Granitt listens to the pale faced man's request to heal the pallid ghost that went forth and attacked the undead and bats. With a quick prayer to Torag, Granitt lets Torag make the decision to heal or harm Imelia when he lays his healing hands on her arm.
Then joining Dorgen he starts to grumble "They be duegar, if they was dwarves, they wouldn't attack a follower of Torag." the dour dwarf says with great conviction, but no evidence.
"If they be corrupted," he says as he tugs on his red beard, "We gotta get to the bottom it. Destroy it or stop it at the very least." He leans on his axe, with a sigh as he waits for the clever ones to determine the corruption, though when he hears Mandoo talk about necromancy he looks over at Alexandr and Imelia "Hmmm, necromanny you say, that's bad magic!"
Granit will refocus and deliver Healing Hands every 10 minutes, as required.

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Suddenly everything becomes quiet. The skeleton falls before Sindarin's arrow even reaches it. He vaguely registers that it does not explode. Sindarin glances around at the others. No one seems in danger of dying. Not that he could do much of anything about it anyway. That was never his strength.
He kneels down and pets Brook, carefully checking her for injuries. "Good girl. You did so well. Good girl." She licks his face. He picks up his dropped sword, and stands up again. "Is duergar blood typically...poisonous? That can't be normal. I agree something does not seem right here."
What's the policy on arrow retrieval? 50/50?
Sindarin checks the area for his arrow and returns it to his quiver if it is still useable. He then approaches the geode, and walks from one end of it to the other. He studies it carefully, but stays several feet away. "What is this? Why is it suddenly glowing so brightly?" Brook follows him to the arrow, but keeps well away from the geode, watching it with suspicion.

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What's the policy on arrow retrieval? 50/50?
Zero. "Using ammunition destroys it." It is never recoverable in 2e.

GM Farol |

Dorgen collects some of the mushrooms, he also spots few crystals within the geode that could be valuable, so he collects them as well. Treasure bundle
When you observe the bodies of duergars they seem to have died there, there are no marks of bodies being dragged or anything. It could be that the bats killed them, or some other predator. Anyways their bone structure seems mostly intact.
At last, the natural tunnel joins a hallway of worked stone, bringing you back into the ruins of what you believe is still Kazhlik. The walls, ceilings, and floors of this corridor are worked stone.
Where the hallway comes to an intersection, a vestibule to the east contains a statue of a male dwarf. Strangely, the statue is defaced with dried blood, and heaps of bones are piled nearby—those of small animals and humanoid creatures alike. Under the statue is a nameplate.
"Kols, the Oathkeeper" is a dwarven demigog of duty.
You know that duergards despise Kols, as dwarves often refer to his teachings against “oath breakers” to justify their animosity with duergars.
You look at the bones and realize the bones and blood around the statue range from extremely recent to many decades old, suggesting the recent raiding party wasn’t responsible.
Please select the direction of travel, I gave you glimpses into what you would see from underneath the statue. With all of the Eidolons and companion it will be a bit tight for you all ;)
And yeah, ammunition is destroyed, thrown weapon however are not

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Dorgen scoffs as he sees the statue is defaced. "That's Kols, an old dwarven demigod of duty. Very well respected in our pantheon. If anyone's defacing his statue, that immediately angers like, most of dwarvenkind."
He casts a few Prestidigitations to clean the statue of blood.
I could do the other checks as well, but I guess I'll leave some for the others. :)

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Mrs. Perkins speaks Dwarven.
Religion: 1d20 + 7 ⇒ (11) + 7 = 18
Medicine: 1d20 + 8 ⇒ (12) + 8 = 20
"The bones and blood around the statue range from extremely recent to many decades young, suggesting the recent raiding party wasn’t responsible."
Mrs. Perkins will keep an eye out for magic (Detect Magic) and if she hears that the eastern passage is a dead end, she'll advocate clearing that first before moving westward.

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Mandoo Medicine: 1d20 + 9 ⇒ (14) + 9 = 23
Mandoo Religion: 1d20 + 7 ⇒ (2) + 7 = 9
Libitina Medicine: 1d20 + 7 ⇒ (5) + 7 = 12
Libitina Religion: 1d20 + 5 ⇒ (16) + 5 = 21
Mandoo nods in agreement. Kneeling down, he points to the blood. "You have a good eye Mrs. Perkins. Yes indeed, these spots of blood here still haven't desiccated entirely and must therefore be of quite recent vintage; while those almost black powdery remains indicate that the blood is many years old. The bones show a similar range in age. Whoever or whatever is the cause of these deaths has been at it for decades."
He then stands and turns East. "I wonder what's in here." As he starts in that direction, Libitina puts her hand on his shoulder.
{It is probably best if I go first}
[Ah, yes. I forgot where I was for a moment]
{It is a constant wonder to me how you managed to survive to adulthood}
[I am not completely useless in a fight. Why in my youth I had quite the reputation for fisticuffs]
{No doubt you were the scourge of the playground}
[No need for sarcasm dear. It doesn't become you]
Libitina steps through the doorway with Mandoo not far behind. They pause at the entrance to examine the room.

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Granitt kneels before the statue for a brief pray, "Join me in prayer to Kols. Though I have made no oaths myself, other than to follow the tenants of Torag, Kols protects those who keep their oaths. Granitt waits amoment before he starts to speak in dwarfen, his voice lowered in both duty and reverence.
Once the prayer is ended, the dwarf starts to clean the dried blood from the statue and made good and repair what he can. As he does you hear him grumble, "Duegars have no honour, they break their oaths and thus despise Kols and the good he brings. Damn those dark dwarves, they take to breaking their promise, their regard even to Torag and follow paths of evil gods. My axe waits for your blood, to revenge the disrespect shown to Kols."
Crafting 1d20 + 7 ⇒ (19) + 7 = 26
Once Granitt is satisfied that he has made as good the statue as his skills will allow, he looks over the bones, after his companions have told him their opinion of what happened here.
Started to write this when I got into work... now it's mid afternoon I only just posted it, and everyone else has filled in the middle .. :-)

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Sindarin looks around the worked stone hallway. "So this used to be Raseri Kanton, then? No more dwarves here now... Anyway, something has been through here recently."
He does a quick check of the floor for any signs of recent travel, though he's not very confident of finding information of use, given the hardness of the floor.
Track: 1d20 + 4 ⇒ (5) + 4 = 9
My understanding of 2e is that it's not even possible for him to succeed at tracking on a worked stone floor, but I am rolling anyway, in case there is a pile of dirt with a print, or something else obvious that he could find.
When Granitt calls for them to join him in prayer, Sindarin pauses and stands respectively in silence until Granitt finishes his work.

GM Farol |

You comment on your findings. Granitt prays at the bottom of the statue of Kols and then spent some time preserving it.
Sindarin looks for signs, he does not find any, but he does see that parts of the corridors were cleaned here, someone was passing and doing some work recently in these parts of the underground settlement.
You take a turn into a large room, a pile of tools and excavation equipment lies abandoned. You quickly search through them and beside malets and picks, you also find a leather-bound expedition journal that contains maps and notes about the surrounding tunnels.
Aleksandr Ostenoff's Society (T): 1d20 + 6 ⇒ (2) + 6 = 8
Dorgen's Society (E): 1d20 + 12 ⇒ (10) + 12 = 22
Potipher Perkins's Society (T): 1d20 + 10 ⇒ (19) + 10 = 29
Granitt's Society (T): 1d20 + 7 ⇒ (19) + 7 = 26
Sindarin Elesar's Survival (T): 1d20 + 5 ⇒ (19) + 5 = 24
Granitt, Dorgen, Mrs Potiper and Sindarin try to understand the maps. Aleksandr joins as well but very quickly he gets bored and derailed by other things. Different ancestries have other ways of describing the tunnels and chambers. However, Granitt is able to make some sense of it. I've revealed the map, I kept the square in to indicate where you have been.
The path of the duergars’ excavation becomes clear, culminating in a large room marked on the maps as dangerous. According to a note in the margins, the duergars planned to sneak into the area through a small, hidden passageway to protect themselves Marked with white arrow. The passageway is to the west of the duergar camp. Another path, heading north next the camp Red arrow, leads to the same large room, but it contains an additional trap.
You realize that despite being in the underground dungeons as before this place is not as incredibly hot as the previous ruins.

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"We should try to clear the trap, no? To make it safe for others who may come later?"
Mrs. Perkins will vote for the more dangerous route to clear it. She's trained in Thievery but does not have thieves tools.

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Mandoo examines the map with the others. "Yes. We should definitely find and disable that trap, but on the way, we should search the rest of these rooms to make sure they do not contain anything equally dangerous. The journal could be quite old and the situation down here may well have changed significantly since it was written."

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"Right then off we go, we need the best trap spotter at the front if we are going trap hunting." the dwarf says without any conviction that he sees trap hunting as anything but very dangerous. "I goes with them, try and keep them alive if something other than a trap tries to bite us." he shrugs and smiles weakly at Mrs Perkins.
He turns round and with an arm round Dorgen's shoulders he says "You pretty good at finding stuff, you come with me at the front? We dwarves should stick together."

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D'oh, I'm pretty good at Thievery (+10), but forgot to buy a kit for it. May I retroactively buy one? >_>
Dorgen hesitates at Granitt's invite. "Though my eyes are pretty sharp, I am not sure if I am made for the front lines." He smooths out his desert robe. "Though it would make sense for us to be on the lookout. We do have a knack for stonework, after all."
I have Stonecunning, and I'll switch my Exploration Tactic to Seeking for now.
Also, for some reason I'm having trouble understanding the notes. Both routes go to the same place, but one is trapped, and the other isn't? I, as a player, am confused why we'd take the dangerous route instead of the normal route, but I'm not necessarily against it.

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Sindarin nods in response to the others. "Making the area safe seems like a good idea to me. If we were in the forest, I am confident I could spot a trap unless it was very well hidden, but I am not sure about these caves. I wouldn't know what to look for. I will do what I can, though."
What is the light situation here? Still totally dark?
Dorgen, I think the idea is to clear the trap and eliminate it as a danger.

GM Farol |

Some of the questions may get answered with further items that you find.
An array of smaller rooms to the west, contains some of the duergars’ discarded personal belongings. There are more than a dozen bedrolls between the three largest rooms; the smallest of them lacks any creature comforts but for a few rags on the floor. A fine layer of dust covers everything in the area.
The belongings look abandoned, there are no bodies, signs of blood nor weapons. Searching through the items you find a couple of scrolls:
scroll of disrupting weapons and a scroll of heal [1st] and a scroll of heal [2nd]. Besides that, you find a notebook written in mix of common, dwarven and undercommon.
One of you can spend some time to decipher the notebook. It is a society check, one person can attempt a check to decipher(secret so please do so in the spoiler or agree who will be that and I shall roll it) so please do it in the spoiler. The DC is lowered by knowing each language and I know that few of you know dwarven, Does anyone know undercommon?

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Mrs. Perkins has Society +10. She knows Dwarven, but not Undercommon.
Mrs. Perkins will cast light on her quilt and tell it to come closer so she can read properly.
"My eyes aren't as good as they used to be," she explains.

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Is it my imagination or is Mandoo the only one in the group that can cast Heal?
Mandoo looks at the scrolls and his face lights up with recognition. "Oh! How convenient." He snags the scrolls and puts them where he can get to them easily. "There's no such thing as too much healing in my book. Ha ha."
He glances at the notebook in Granitt's hands, but it's all gobbledygook to him and he loses interest.
Mandoo continues to have his Wayfinder turned on. Libitina has Darkvision.

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Dorgen pats his pockets and smacks his forehead. "I'm a bloody fool! I've left my trap tools at the Lodge! I can probably find the trap if necessary, but we'll have to get creative if we want to disable it. I say we look for it on our way back and clearly mark it for future expeditions, but let's avoid it if we can for now."
Dorgen steps through the bedrooms. "Seems like they either expected to come back but didn't, or had to flee the place in a hurry. You don't just leave your gear behind like this. Also seems like a lot of people were gathered here. I wonder what their purpose was?"
I know Dwarven and Undercommon, and Society at +12. That Archaeologist Dedication's really paying off now. :)

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Mrs. Perkins gladly hands over the notebook to Dorgen.

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Granitt looks over Dorgen's shoulder as he appears to be able to read all the funny scribble on the funny little book they found. He turns and shrugs his shoulders as a slight smile crosses his lips, And those surface dwellers just cos we came from the underground cities, our brains are underground too. That Dorgen is some clever. he thinks.

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"Mrs. Perkins, you found a diary? Interesting, this could give us some insight into their final days..."
Dorgen lays some bedrolls against a wall and uses them as improvised pillows as he sits down and reads through the journal.
Society check (expert): 1d20 + 12 ⇒ (4) + 12 = 16
I'll Hero Point that. 1 HP left.
Society check (expert): 1d20 + 12 ⇒ (14) + 12 = 26
If it's a Secret check, I don't think I can reroll those. If that's the case, I'm stuck with the 16 and I get my Hero Point back.

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"Reading that anyway." says Sindarin as he peers over Dorgen's shoulder. "Plenty in there that I can't make any sense of. I agree - something must have disturbed them - or killed them."
Sindarin shudders a little bit. "This place makes me awfully uncomfortable." He glances over at Brook, but she seems unconcerned as she snuffles around the abandoned gear.
Has a second to post after all. It's much quicker when I don't have to look up rules. XD

GM Farol |

@Dorgen - yeah you can't reroll the secret check, this one is also secret for a reason - so that you don't know if you succeeded or failed as in every case I would give you something ;) You get your HP back and I made the roll, but did not put it there.
Dorgen works on the diary. His experience and known languages make this task rather easy. He reads it out loud
Devotee's Journal
Day 97,
Progress has been slow with so few captives, but today we uncovered something new - an ancient burial chamber! It took all my magic just to unlock the first few vaults, and there were three tunnels lined with them! Two of the search parties we sent inside have returned with weapons forged of gold, fine gems, and magical trinkets. If we have to search for the third party tomorrow, they will regret it. I am glad of this new discovery, as the forge remains inaccessible.
Day 98,
All died. Charred to a crisp. Some believe a fireball was rigged to the valuables, but I question why it waited until it was outside the vault to explode. We assigned two prisoners to traverse the length of each tunnel tonight to search for other traps.
Day 99,
Only one prisoner survived, and he is incoherent and bleeding heavily. He spoke of encountering someone - another duergar! But who? We need answers he cannot give. Tomorrow we will send our best scouts to the tomb and dispatch a raiding party to replenish our workers’ numbers.
Day 100,
Everything we had gathered from the vaults disappeared overnight. Assuming the risk was in the tombs, we had not set a guard. Now we know it’s not just traps we have to worry about. Thankfully the scouts returned alive and unharmed. They believe they found a second entrance to the tombs - perhaps to an area not stalked by death. The strange objects we have found here disturb me. I’ve ordered the others not to touch them.
Day 101,
No word from the raiding party, and stillness overnight. I finally had enough time to examine the bodies of our deceased. We found traces of necromantic magic. Are they cursed? One of them yet bleeds, though he is surely dead. The scouts and their prisoners managed to clear the hidden passage, but it leads to a giant fissure with only the remnants of a bridge. Droskar, have you not tested us enough?
Day 104,
A scout caught a glimpse of this other duergar in the tomb. I believe her to be the exile, Hedga the Blessed, though surely she ought to have died long ago—in the Rending, or of old age. Perhaps she is a more capable necromancer than the legends told. But her strange creations, and these heretical baubles, leave no doubt in my mind. Rather than confronting this threat, my plan is to outwit her. I spent today constructing a trap. With any luck, we can destroy the necromancer’s guardians and apprehend her. Glory awaits us when we return with her head. All of us will leave camp tomorrow. Our lead scout suggested searching for the other side of the fissure-passage to find a means to repair the bridge. Now I pray we are not slain the moment we return to that cursed place.

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"Well, now, it seems there's more than one duergar that could use a switch on the rear. Kidnapping and sacrificing prisoners? Necromantic traps? If I ever meet this Droskar fellow, I'm going to give them a piece of my mind."
Can we map any of the caverns we're in onto the descriptions of the places?

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Mandoo reads over the transcribed journal as Libitina listens in on their telephathic link.
{We must track down and destroy this Hedga person}
[Hmm, yes. She does sound like a piece of work]
{It appears that their strategy to catch her failed}
[Indeed. An inauspicious last entry for a journal]
{if this Hedga is the necromancer she's purported to be, then I expect the journal writer is still around}
[Ah, true. They probably won't be in the mood to add any more entries to their journal though, eh? Ha ha]
{Very droll}
Mandoo responds to Mrs. Potipher's comment. "Doubtless Droskar has much to answer for, but I will leave his fate to the other gods. We should concentrate on this Hedga woman and end her necromantic reign of terror down here."
Mandoo examines the map with their newfound knowledge. "I don't see anything on the map that looks like the remains of an ancient burial chamber with three tunnels lined with vaults. It's probably down one of these side tunnels." He points to the tunnels leading off to the East and West. "Shall we go and see which one it is?
With Libitina before him, the summoner and his eidolon poke their heads into the hallway to the south.
I presume that Granitt (and Dorgen? :) will lead the way.

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Ah, I misunderstood. Reading my own spoilered roll kinda defeats the purpose of putting it in a spoiler. Whoops.
Dorgen bounces with excitement as he reads the passage. "Old vaults, traps, necromantic magics, and a person who should've died long ago? This is an archaeologist's dream come true! Maybe she can tell us more about these vaults and the purpose of this area."
Dorgen gets up and starts catalogueing everything he finds.
Any indication of how old this journal is? I'm just wondering about the timeline regarding all of this.

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"It may be a dream for you, but it seems a nightmare for the Duegar, and they are not part of my dreams. This is evil begotting evil. A time for my axe and weapons to destroy the evil within. Not a time to look at it, draw pictures and ask questions of it, when it's intention is to steal your soul from Pharesma and make it dance to it's tune." the dwarf says with a deep seated growl, as he starts to sharpen his axe. "We may be brothers Dorgen, but brothers may be joined by blood, but not always actions."
"Let's prepare and face our truths." his stern voice echoes in the chamber.

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{The dwarf with the axe appears to be a true ally}
[Indeed! Granitt is beginning to grow on me as well]
{The other one... less so}
[Yes. Dorgen's thirst for forbidden knowledge may be his undoing. It could well end up clouding his judgement and causing him to make, um... 'unfortunate' life choices]
{More likely -undeath- choices}
[Oh, very good, my dear. We'll make a comedian out of you yet]

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Dorgen shrinks back at Granitt's lecture. "Pardon my enthusiasm, that was merely professional curiosity. While I agree that their actions should be stopped, we should not neglect the value of historical accounts. Knowledge of the past, regardless of the source, may be used to guide our future."
He takes a few steps back and tries to contain his excitement.