Sorry Izah, not sure how I missed that. The cloak the dwarf wears is magical, as are two potions on one side of his belt and two scrolls on the other. Searching the dwarf and his camp finds a dagger, a light crossbow, 10 bolts, a ratty bedroll, a small pack containing dried meat, preserved fruit and moldy cheese (the food in the pack, while a bit gross, should serve as six days of rations), a small marble statuette of a humanoid throwing a spear, 8 platinum pieces, 7 gold pieces, and a spellbook. The first potion is quickly identified as another potion of healing. CLW Potion 2: Perception DC 18:
Invisibility Cloak: Spellcraft DC 20:
Cloak of Resistance +1 Marble Statuette: Appraise DC 15:
The marble is worth about 75 gp. Scrolls: Read Magic or Spellcraft DC 22:
Shocking Grasp, Resist Elements The dwarf's pulse stabilizes as some of his wounds close, though he remains unconscious and seems a long way from recovered.
The dwarf's pulse is weak but it's still present, but despite Elsbeth, Michael and soon Anevia's best efforts, it's fading fast, you doubt you'll get another attempt to keep him alive. Another Elsbeth Heal, since I assume she's gonna try again. 1d20 + 1 ⇒ (6) + 1 = 7
If anyone wants to save him, last chance this round!
Elsbeth hisses in pain as the missile impacts her and draws her scimitar and shield, moving forward toward the spellcaster, working with the others to back him into a corner. "You won't take me back! You won't! YOU WON'T!!" The dwarf screeches, his eyes wild with rage. He tries to step back for a spell and finds that he has nowhere to go to keep away from the blades of his foes, nevertheless he makes an attempt to throw a spell, likely spelling his own doom. Everyone Taking Attacks of Opportunity:
Elsbeth:1d20 + 5 ⇒ (18) + 5 = 23 For 1d6 + 4 ⇒ (6) + 4 = 10
Elsbeth Crit Confirm:1d20 + 5 ⇒ (2) + 5 = 7 For 1d6 + 4 ⇒ (3) + 4 = 7 Elsbeth Miss Chance:1d4 ⇒ 2 No Miss. Jens:1d20 + 6 ⇒ (7) + 6 = 13 For 1d8 + 5 ⇒ (3) + 5 = 8 Michael:1d20 + 6 ⇒ (15) + 6 = 21 For 1d8 + 5 ⇒ (8) + 5 = 13 Michael Miss Chance:1d4 ⇒ 4 No Miss. The flashing blade of Elsbeth leaves him on his last legs, but his arms still continue his spells until Michael's blade comes forward with a chilling finality, cutting deeply into the mysterious dwarf's throat and leaving him bleeding badly onto the stone. "What in the Abyss was that about?" Anevia wonders aloud, stowing her bow across her back. "Do any of you recognize him?" Anyone want to do any actions?
The dwarf laughs a mad little titter and then throws his hands into the motions of a spell once again, a dagger flashing in one hand as it catches the light. "TALK! TALK! TALK! That work for you?!?" He finishes with a short, curt burst of words in another language and two small missiles of purplish force fly from his fingertips, striking at Elsbeth and Michael painfully. Spellcraft DC 11:
Magic Missile of Course "He's casting spells? If he attempts a summoning, or something else I can help with, I will stop him." Aravashnial readies himself, one hand raised and the other perched above his spell component pouch, ready to draw. "Way ahead of you, Vash." Anevia states, her bow pulled to maximum draw and aimed squarely at the dwarf. "Well... I suppose that leaves... us."[b] Horgus begins gamely, turning a bit pale. [b]"To... charge him?" He grips the shortsword, not seeming to notice that a bit of darkmantle blood has stained his fur collar. Magic Missile Damage:1d4 + 1 ⇒ (2) + 1 = 3 To Michael and 1d4 + 1 ⇒ (4) + 1 = 5 To Elsbeth. Everyone is up!
Hey guys, I am back, full of Holiday Turkey and Cheer, so let's get to it! I apologize if I was unclear in my wording of what happened. The dwarf is intending to attack you, though you're free to attempt to change his mind, as Elsbeth did. He was casting a spell upon himself, the energy of the spell moved over him and suddenly he seemed to blur. Now that I think of it, I should have put in a spellcraft spoiler for what spell it was, but out of character, it was a blur spell. I'll take another day or so to post in gameplay, so as to let people do whatever they like before the dwarf goes.
"I suppose so." Aravashnial begins walking with everyone again. "I'm afraid I wouldn't know. I recall the last mention of the mongrels was about oh... perhaps thirty years ago." He rubs his chin absently and then winces in pain. "There was a report from a laborer on the docks who claimed to have seen a blue and green man with the eyes of a lizard scuttling under a dock. Those sent to investigate found no evidence." He continues talking as you enter the next cavern. A small campfire and a well-used bedroll, a long with a few utensils and tools, sits near another cave opening in the far wall of this cavern. The rest of the details are slightly less easy to notice as a dwarf screams some sort of magic which swirls in a white energy over his body before screaming "NO! You can't! I got away! YOU WEREN'T SUPPOSED TO FOLLOW ME!" And moving towards the tunnel opposite you. Block O' Initiative:
Michael:1d20 ⇒ 7
Izah:1d20 + 2 ⇒ (18) + 2 = 20 Jens:1d20 + 2 ⇒ (2) + 2 = 4 Aaliyah:1d20 + 6 ⇒ (14) + 6 = 20 Elsbeth:1d20 + 6 ⇒ (4) + 6 = 10 Anevia:1d20 + 7 ⇒ (8) + 7 = 15 Aravashnial:1d20 + 2 ⇒ (1) + 2 = 3 Horgus:1d20 - 1 ⇒ (16) - 1 = 15 Enemy:1d20 ⇒ 5 Jens and Aravashnial have to wait for the enemy. Everyone else is up.
Aravashnial looks excited at the descriptions. "The pauldrons, do they have the symbol of Iomedae in the rivets attaching them to the breasplate?" Upon having it confirmed that they do he gasps. "That was a style used heavily in the first crusade! Do you think the Mongrels could truly still be down here? Oh my, what a society they may have created down here." The wonder in his voice is palpable. There is one other exit from this room, moving forward.
Izah is correct, unless I missed some damage Aaliyah should be conscious at 3 hp. The creature is cut down by the flashing blades of Michael and Elsbeth just as Aaliyah opens her eyes with a gasp. Horgus stands as if stunned for several moments, then seems to shake it off. "Well that was... bracing." He turns and shouts. "You can come over here now, Nutter. The things are dead." Anevia lets off her bowstring with an audible sigh as she stores it, and Aravashnial comes forward from out of the corner he was in. "I don't understand why these two are alone." The elf muses. "Generally, darkmantles roost in colonies of five to ten." He seems to be listening carefully, then turns toward Michael. "Ser Michael, did I hear you mention, before the attack, some kind of armor?"
Izah, seeing Aaliyah in mortal danger, does not hesitate to use call upon Asmodeus. With a sizzle and a flash of light, Aaliyah's wounds close, keeping her out of danger from her bleeding wounds. Horgus seems shocked at his own luck with the weapon, but soon recovers and turns, moving in from the opposite angle of Michael to strike out at the cave squid trying to eat the knight's shins. However, the blow is wide and wild. Anevia stands with bow drawn to full. "If I get a shot I'll take it." You hear her say quietly in the dark of the cave. Aravashnial stays against the wall as ordered, his hands white upon the wood of his staff. The darkmantle makes a strange chittering sound and attempts to retreat, drawing an attack from both Michael and Horgus. Cure Light Wounds:1d8 + 1 ⇒ (4) + 1 = 5
It's totally Ok Aaliyah, we all have those times. Everyone's Up!
Jens roars "Get off the girl ya ugly bastard!" As he steps forward and hammers his blade down toward the Darkmantle attached to Aaliyah. Unfortunately, his foot snags at the last moment and he hardly keeps his balance as his blade misses the thing. Anevia snatches another arrow from her back and fires at the creature in front of Michael, timing her shot as carefully as she can but still having it PING off of his shield instead of the cave-dweller. "Do you need a spell? How is the battle going?" Aravashnial asks, his hands still white on his staff and his back to the cave wall. Horgus steps forward, his eyes screwed up with determination, hands clutched on Anevia's borrowed short blade, and slices into the creature holding onto Aaliyah, turning his head aside at the last second to almost slash blind as his face turns pale at the spurt of black blood from the thing. Aaliyah makes an attempt at the creature herself, scimitar going a bit wild from her injuries and not getting to the creature at all. The darkmantle on Aaliyah seems unaffected by the injury, it's squidlike beak burrowing deep into the Dervish's shoulder. Aaliyah's eyes go blurry and she slumps to the cold cave floor, creature still attached to her. Meanwhile the one near Michael strikes out with it's tentacle, finding a weaker spot in the paladin's armor and leaving a deep scratch on his leg, but being unable to latch on from the brief contact. Jens Attack:1d20 + 5 ⇒ (1) + 5 = 6 For 1d8 + 4 ⇒ (7) + 4 = 11
Everyone is up. Aaliyah is unconscious and bleeding out. Horgus is providing Elsbeth with a flank and Jens is providing Izah with one.
I'm sorry about the pace guys, wish I could say it will be over soon but the holidays are kicking my ass. At least I'm done with Finals so now it's just work and family. Aravashnial retreats slightly from where everyone indicates the creatures are and readies himself, holding his quarterstaff in an unsteady block position. Anevia steps in front of him and releases an arrow, which does nothing but clatter from the stone near the creature and alert it that it is noticed. The creature scuttles closer until it is directly above Aaliyah and detaches, falling with an eerie soundless grace toward the Dervish. Aaliyah steps quickly away, but the creature surprises her by being quite agile and turning in the air to attach to Aaliyah's arm with painful suckers. Another of the creatures, unnoticed before this point, drops soundlessly through the air toward Michael, though it's suckers are unable to find purchase on the metal of his armor or shield. Anevia Attack:1d20 + 5 ⇒ (5) + 5 = 10 For 3d6 ⇒ (5, 1, 2) = 8
Aaliyah is grappled, and everyone is up!
Block O' Initiative:
Michael:1d20 ⇒ 5
Izah:1d20 + 2 ⇒ (17) + 2 = 19 Jens:1d20 + 2 ⇒ (2) + 2 = 4 Aaliyah:1d20 + 6 ⇒ (6) + 6 = 12 Elsbeth:1d20 + 6 ⇒ (20) + 6 = 26 Anevia:1d20 + 7 ⇒ (6) + 7 = 13 Aravashnial:1d20 + 2 ⇒ (20) + 2 = 22 Horgus:1d20 - 1 ⇒ (12) - 1 = 11 Enemy:1d20 + 6 ⇒ (3) + 6 = 9 Jens and Michael are the only ones after the enemy. The creature is easy to spot once Elsbeth points it out, and it doesn't seem to react to everyone drawing it's weapons. It continues to slide forward along the ceiling, clinging to stalagmites in an oddly graceful silent move toward the group.
Sorry, been a busy few days. None of the items set off Izah's magical senses, unfortunately. Aravashnial takes the potions. He sniffs and then tastes the first one. "Ah, almonds. A healing potion for certain. And this one." He shakes the glass and a few small clicks are heard inside, then he holds it up so that a small brown ball is visible on the side of the flask. He asks someone if the ball is brown and upon gaining an answer smiles. "Ah yes, a ball of oakwood inside an alchohol based potion. Certainly a growth potion. It will make the imbiber twice his original size." He hands the potions back carefully. Who will be carrying potions for the group? Anevia looks around the shrine once more as the group files toward the exit. "I wish we had the time to clean up this place. I do not like leaving it as a desecration." The group continues along the tunnel offshoot from before, which steadily rises as you travel. About forty minutes (and a ton of complaining from Gwerm about his aching feet) later, the cavern opens into a roughly circular cave about fifty feet in diameter. Stone figures are carved into the walls, each depicting a crusader clad in armor and bearing weapons, but each face is carved bearing an expression of enduring sadness. Knowledge (History) DC 15:
The armor style and weapons used here would seem to indicate these are figures from the First Crusade. Perception DC 29:
1d20 + 10 ⇒ (19) + 10 = 29 And 1d20 + 10 ⇒ (3) + 10 = 13
Two ugly, squidlike, dark creatures crawl along the ceiling toward the group. Perception DC 13: Some kind of strange, ugly, squidlike creature crawls along the ceiling, seeming to be moving toward the group.
Good eyes Elsbeth! Elsbeth spots a stone loose in the back of the room. Once she comes closer it becomes obvious the stone is intentional, as a small hollow behind it holds a lever marked in dwarven script. Dwarven:
Supplies Once the lever is pulled, a small rumble shakes as the altar slides aside on some unseen mechanism. Below, tucked into cubbyholes sized precisely for them, is a large iron shield bearing the image of Torag's Hammer, a dwarven waraxe that shines with a strange sheen and two potions, each labelled with a dwarven rune. Below them is a small hollow holding a pack. Inside is three days of rations in the form of tough biscuits, a small waterskin, and a bottle of rotgut mushroom alchohol. Dwarven:
One is labelled "Healing" and the other "Growth". Perception DC 16:
One is a Potion of CLW and the other is Enlarge Person The Axe and Shield are Masterwork. The axe is cold iron.
Jens and Aaliyah strike from either side, cleaving the ugly little creature in twain, even as it's flesh tries to knit the wounds. It's upper mound twitches twice, then stops, dead. "By the Gods, I hate Dretches." Anevia coughs and hacks, her eyes blurred. "I'm not usually close enough to take the cloud like this." "For once I find myself- urgghh" Horgus is interrupted by a bit of a splashing sound. "I find myself in agreement with Mrs. Tirabade." He finishes, catching his breath. There seems to be a dwarf seated at one of the benches pointed toward the altar, though hardly a glance shows him to be quite dead. Pieces of his flesh seem to have liquified and disappeared. Everything within the room except the corpse and a few slimy trails is covered in dust. The priests warhammer lies nearby, also covered in dust, but a work of art nonetheless. Masterwork in other words.
1 Round: Michael
Izah finally hacks the nastiness from his lungs and feels ready to fight again, but keeps his post by the wounded, sure that they must need him more at the moment. Wolf Attack:1d20 + 5 ⇒ (7) + 5 = 12 for 1d6 + 4 ⇒ (2) + 4 = 6
The wolf snarls, visibly angered by it's inability to grip the creature as it snaps but cannot get a hold. "Do we need another spell?" Aravashnial calls out, his face uncertain. "How injured is the creature?" Dretch Bite:1d20 + 4 ⇒ (12) + 4 = 16 For 1d4 + 1 ⇒ (3) + 1 = 4
The Dretch scents Elsbeth's blood and presses his advantage, Elsbeth is able to avoid it's first strikes, but it hits a claw home with the third, even around Michael's shield, leaving Elsbeth hardly on her feet. Everyone is up, as the creature is thouroughly surrounded everyone can assume they are within a five foot step of a flank.
Izah, you're actually at only 2 rounds since you moved out of the cloud. Sorry about the "everyone's nauseated" thing :P 1 Round left of nausea: Izah, Jens, Aaliyah.
Izah reels through the fog and stops next to the wounded, though he doubts he can do much to help them until he clears his lungs and nose. The cluster of wounded is instead defended by Aravashnial, staff held high and ears almost quivering with intensity. The fog cloud clears in front of him, revealing the fight beyond. Wolf Attack:1d20 + 2 ⇒ (6) + 2 = 8 For 1d6 + 1 ⇒ (4) + 1 = 5 The celestial wolf is once again stymied by the nimble demon as it's jaws snap closed, though Elsbeth gives it a shallow cut. Recognizing that she is the only threat not incapacitated by it's foulness, the ugly creature turns to her and attacks with all it's might. Demon Bite:1d20 + 4 ⇒ (2) + 4 = 6 For 1d4 + 1 ⇒ (2) + 1 = 3
Elsbeth watches as the creatures claws dart forward, far faster than it's form would suggest. Michael attempted to throw his shield in front of the blows from the side, but was just a tad too slow as the demon slashed Elsbeth once across the shoulder and a shallower wound on her neck, barely missing major arteries. Everyone's up. This round most of you are still nauseated, next round most of you can actually do something. I expect this guy to disappear in a hail of blades.
I'm afraid this would not count as being mentally incapacitated, this would be physically incapacitated, which would fall under the Exposed to Awfulness trait instead.
Izah holds position near Aravashnial, though he cannot do much with his mouth and nose clogged by the stench. Elsbeth charges through the fog unhindered, though she misses unfortunately. Aravashnial finishes his spell with a flourish and quickly moved out of the area of the poisonous fog as a powerfully built wolf shining like silver with bright blue eyes appears in a burst of magical energy. Aravashnial snaps off a command in a tongue like the crashing of bells as he retreats, Anevia by his side, both seeking the cleaner air. Celestial:
"Canquebrillais, Attack the demon in the fog! Protect all others!" Wolf Fort:1d20 + 5 ⇒ (10) + 5 = 15
The wolf roars a mighty, beautiful challenge and charges forward, jaws snapping next to the dirty creature as it jumps back. The demon surges forward quickly, his claws and teeth snapping at Jens. Demon Bite:1d20 + 4 ⇒ (7) + 4 = 11 For 1d4 + 1 ⇒ (1) + 1 = 2
Fortunately Jen's armor and training is quite adequate to deflect all but one of the demon's strikes, which shallowly wounds his arm. Everyone's up. Those of you still in the cloud must make another save. If it succeeds you will stop being nauseated in 1d4+1 rounds. If it fails it will be 1d4+2
"Beware of it's cloud, it will sicken you. It's resistant to the elements and to blades made of less than cold iron, get it before it summons more of it's kind." Izah finishes, taking a ready position. Jens misses, shocked by the little demon's assualt, and stumbles into Aaliyah, ruining her swing and throwing it quite wide. "Little bastard!" Anevia says, drawing her short sword. "My bow will be useless without surprise, I need someone to distract it." Anevia will ready a short charge if anyone flanks the creature. "Keep it from me! I shall summon help!" Aravashnial states quickly before beginning the passes of a spell. Aravashnial will begin casting a spell. The dretch recovers from it's attack quickly and with a mighty heave spews forth a disgusting green sludge into the center of the group, which quickly spews forth ugly green fumes which cloud the eyes and sting the throat and nose. The dretch five foot steps backward and uses it's stinking cloud, obscuring all vision beyond five feet, giving those within five feet a 20% miss chance, and nauseating anyone who fails a DC 13 Fort save. Characters must save every round they stay within the cloud. Anevia Save:1d20 + 1 ⇒ (5) + 1 = 6
Horgus moves away from the cloud, retching and reaching desperately for the far wall. And now everyone's up!
Broken stone benches line this narrow room. The air is cold and stale, and thick layers of dust cover the floor, benches, and a large altar at the far end of the room. Jens manages only a short glace at the room before his vision is blocked by what looks almost to be a small mound of flesh vaugely shaped into a semblance like a slug with arms. Knowledge (Planes) DC 10:
This is a Dretch, the lowliest of demons. Dretch Bite:1d20 + 4 ⇒ (3) + 4 = 7 for 1d4 + 1 ⇒ (1) + 1 = 2 Luckily, the creatures large fangs scrape easily from Sir Jens shield and it recoils in pain. Block O' Initiative:
Jens:1d20 + 2 ⇒ (10) + 2 = 12
Izah:1d20 + 2 ⇒ (11) + 2 = 13 Elsbeth:1d20 + 6 ⇒ (2) + 6 = 8 Aaliyah:1d20 + 6 ⇒ (5) + 6 = 11 Michael:1d20 ⇒ 2 Anevia:1d20 + 7 ⇒ (3) + 7 = 10 Aravashnial:1d20 + 2 ⇒ (8) + 2 = 10 Horgus:1d20 - 1 ⇒ (8) - 1 = 7 Dretch:1d20 ⇒ 10 Jens, Izah and Aaliyah are up first.
Izah, upon inspection Aravashnial is the only one still wounded in any way that time itself or normal healing would manage. Horgus' face pales a tad at Izah's words, almost imperceptibly, though his eyes still burn with anger. "My apologies. You are of course correct, I shall use every tool at my disposal to ensure my return to the surface." He straightens his coat firmly and looks toward the door, seemingly still not entirely happy. "Does anyone have a spare weapon? If that woman can contribute to combat I am sure that I can as well." "Best idea I've heard all day." Anevia remarks airily. "You can hold my shortsword if no one else has an option. I prefer my bow regardless." All three of the other survivors listen intently to Michael and Izah and after he finishes Anevia speaks up. "I must agree with Armiger Izah. Much as my leg pains me, there's naught more that rest can do for it, and I'd prefer to press on, at least until nightfall. My wife is fighting above, and I would not wish her from my side a second more than needed." Aravashnial quirks his head as he listens. "I concur with the lady. We know not how far the surface is, but until we absolutely require rest, I suggest we press on."
Anevia swiftly draws another arrow and has it readied before the creature has hit the ground, then lets off her string as the beasts defeat registers. "Oh... Damn... I'm good sometimes." She smiles a small smile, then nods at Jens comment. "Believe it or not, she takes care of me far more than I do her." She frowns, her eyes darkened by the thought of her loved one. "I... think I may need a rest for a moment." She hobbles over to the bench in the corner and sits down with a sigh. "This place reminds me of Irabeth. She's a paladin of Iomedae... she and Torag have a lot of things in common, little as Irabeth would agree." Horgus sighs and throws up his hands. "Oh Gods and now she needs to slow down again?" The rotund noble walks to the door in a huff. "Perhaps if she needs so much rest we can leave her here and those of us interested in actually getting to the surface in a hurry can go on ahead." "Oh of course you can't understand why this place might move me a bit. You can't even admit to believing in something. Denying your god is almost as bad as consorting with demons. No wonder some people think you're a demonic cultist." Her eyes shift to Aravashnial, who stands angrily. "I had perfectly good evidence for that claim and I have apologized, don't drag me into your personal squabbles." "You shouldn't expect a thief like her to have any dignity at all, much less to keep you out of anything." Horgus begins to walk for the door outside. "I can't believe you have the gall to try to drag that nutter into our own problems." Anevia keeps her tongue, though you can see her biting back further comments. Gonna need some diplomacy to keep the peace here.
Apologies for moving on without answering. Izah, you see no magical auras on anything yet. Aaliyah, no religious significance you can recall. "My wife. Irabeth Tirabade." Anevia says this with her head up, chin outthrust defiantly, as if daring you to question it. "She is a commander in the Eagle Watch." Knowledge (Local or Nobility) DC 10:
The Eagle Watch are almost like a local police force for Kenabres' Crusaders. They conduct fewer missions in the field and focus on ferreting out corruption among their own ranks. Most of the other knightly orders find them a bit frustrating. As Elsbeth heaves the door comes open with a cracking sound. Beyond, a simple stone bench sits against the wall of a spartan room, with a font of water in the center of the room. Against the north wall lies a door, open towards you, with the image of a hammer carved into the stone. Upon the bench squats an ugly creature, a gigantic fly. It's wings buzz as it begins to ascend it's foully bloated body toward you. Block O' Initiative:
Izah:1d20 + 2 ⇒ (4) + 2 = 6
Jens:1d20 + 2 ⇒ (1) + 2 = 3 Elsbeth:1d20 + 6 ⇒ (2) + 6 = 8 Aaliyah:1d20 + 6 ⇒ (10) + 6 = 16 Michael:1d20 ⇒ 13 Anevia:1d20 + 7 ⇒ (19) + 7 = 26 Aravashnial:1d20 + 2 ⇒ (13) + 2 = 15 Horgus:1d20 - 1 ⇒ (2) - 1 = 1 Enemy:1d20 + 3 ⇒ (10) + 3 = 13 Aaliyah, Anevia and Aravashnial before the fly. Anevia slips her bow from her back, once again knocking and releasing carefully and smoothly. Anevia Attack:1d20 + 5 ⇒ (20) + 5 = 25 For 1d6 + 2d6 ⇒ (1) + (6, 4) = 11
Anevia's arrow is spot on, slamming into the creature and knocking it from in the air into a sputtering dive.
"Oh within the last decade or so." The elf answers breezily. "I... may be able to use my magic to do this, but are you sure it is necessary? I cannot regain my spells in my condition, and it would hardly do to waste them willy nilly. Perhaps one of you big strong types could unstick it. It's just a stuck door after all. I'm sure it's not locked." He pauses. "I was reluctant to let them go, because I do not know when I may replace them, but I need one of my potions. Mrs. Tirabade, you may have one as well. We'd be better off with more udrability should worse come forward." He hands a potion to Anevia and takes one himself. "I expect your wife will give me recompense for saving you once we reach the surface, and perhaps we can put our own little problem behind us." "I am sure Irabeth will be happy to give you whatever she can spare Aravashnial." Anevia says, her eyes blazing with an anger he can't see as she takes the offered potion. "As to the other matter... perhaps not the time. We can discuss it more once we reach the surface. And find out if your friends or my wife even made it out." Sense Motive DC 15:
Anevia is clearly holding back anger, as is Aravashnial. Whatever is between them, neither of them is happy about it. Potion Rolls: Aravashnial: 2d8 + 3 ⇒ (1, 4) + 3 = 8 Current HP 10
Walking around the temple reveals little of interest beyond a small tunnel leading away to the east (the same direction you were travelling before) and a door in the western side, just around the corner from the symbol. Your internal clocks aren't spot on without any light down here, but you'd guess it was early to mid afternoon. "I doubt the Mongrels have survived. This was many years ago, and the occasional rumors of them have decreased recently." Aravashnial leans against the temple, unknowingly placing his hand dead center in the hammer. "Still... I suppose anything is possible in Golarion." Anevia shakes her head at the offer of rest, muttering that she's fine. Elsbeth, you find that the door to the shrine has swollen, or the wall has shifted, making it stuck fast. You also hear some kind of buzzing sound from the other side, which starts and stops without any kind of rhythym.
Actually now that I think about it, you would go a little faster if you carried her. She's currently moving at ten feet per round, and if Jens carried her it'd probably take his speed down to 15 feet per round. Still faster. Not a great idea for combat, but maybe a tad faster for long stretches of tunnel.
Aravashnial shrugs. "I've not a clue. No sigil I've ever heard of. I do not pay much attention to noble families." He seems a tad apologetic. "Clearly." Muses Horgus loudly. "But to be fair, I run in noble circles and have never seen that. If it's a family crest, it's not for a family that matters." Anevia rolls her eyes behind Horgus, but holds her tongue. After a short way beyond this chamber it connects to the first, making it obvious the path forks only to rejoin ahead. You pass through another larger chamber before the tunnel tightens into a much smaller, twisting and winding for over two thousand feet. This takes about twenty five minutes due to Anevia's broken leg. It takes a saintly patience not to grow at least a bit annoyed at how slowly you must move in order for her to hobble along. Aravashnial hardly seems to pause for breath, "Most of these caverns were built in the First Crusade, they crisscross under the city in a hive. Many of them have collapsed, and some broke into Nar-Voth, the highest part of the Darklands, and had to be collapsed." The history lesson seems to calm him as he walks. "Aren't there supposed to be Mole People down here?" Anevia asks in concern. "Mole People? Ha! You mean the Mongrels girl. Those who fought in the First Crusade did not know the corruption of what they faced. So many of their children were born as pit-touched or deformed in some other way that some of the more overzealous and foolish inquisitors declared them to be a danger, and had them killed, or exiled. Some of the parents moved their children underground." His voice fell to almost a whisper, sorrow evident. "Some of them may have survived... many children were killed for no reason except fear." Eventually you arrive at an open cavern, about thirty feet high and perhaps sixty feet from the opening you arrive at to the back. Within this cavern squats a sizable bunker-like building, about twenty feet high, with no windows and walls of smoothly worked stone. A ten foot high carving of a warhammer, head down, decorates the facade of the building. Knowledge (Religion) DC 10: This is obviously a shrine to Torag, the dwarven God of the Forge, the Homelands, and Creation.
I'll assume Izah keeps his post near the wounded. As Michael rushes forward and splits one of the roaches with a cry, Anevia snatches her bow from her back and fires quick as a flash, her arrow piercing the roaches marbleish eye deep into it, leaving it still. Anevia Attack:1d20 + 5 ⇒ (12) + 5 = 17 For 1d6 + 1d6 ⇒ (5) + (2) = 7 "Gods! I hate roaches." She sneers, clearly shaken. Around the camp is a bedroll, clearly torn in a couple places, but serviceable, three stubby candles and a puddle of wax from a fourth, a bent fishhook, 20 feet of hempen rope (badly frayed), and a copper broach depicting a bat perched atop a mushroom. Appraise DC 20: The broach would be worth about 200 gp for it's metal alone.
This smaller cavern appears to have once served as a campsite or temporary lair. A torn bedroll lies next to the cold remains of a fire. A pile of bones, broken equipment, and rubble lies just past the campsite. On it's other side the tunnel stretches to the southwest, likely the other tunnel you could have taken from the first room. Two giant cockroaches crawling over the refuse turn and hiss at the torchlight. Block O' Initiative:
Elsbeth:1d20 + 6 ⇒ (4) + 6 = 10
Michael:1d20 ⇒ 17 Aaliyah:1d20 + 6 ⇒ (7) + 6 = 13 Jens:1d20 + 2 ⇒ (5) + 2 = 7 Izah:1d20 + 2 ⇒ (19) + 2 = 21 Anevia:1d20 + 7 ⇒ (7) + 7 = 14 Aravashnial:1d20 + 2 ⇒ (15) + 2 = 17 Horgus:1d20 - 1 ⇒ (7) - 1 = 6 Roaches:1d20 + 1 ⇒ (13) + 1 = 14 Michael, Izah, Anevia and Arashnaval go before the roaches. Everyone else goes after.
Regarding party decisions, this game will move forward on a moved and seconded rule. Any party course of action that has been moved and seconded and is not something I see the other members rejecting outright will be considered what the party does. That means we may occasionally move past something you were interested in. I apologize for this, but it's a necessary evil to keep things moving in a PbP. For instance, here at this fork, when I log in again, if I see two people agreeing on a course of action with no one offering argument, I will move forward assuming you took the fork suggested.
The tunnel reaches a fork, one path leading behind you (west) and a bit northward, the other continuing straight east. Both are dark and soundless. Darkvision: The path ahead bends slightly northward, and you can see nothing. The path backwards leads to what looks like a small campsite, with a bedroll, fire pit and mound of rubble or trash. The mound has two dog sized forms crawling over it, indistinct in your darkvision.
Elsbeth sees no sign of a body or trail. Either just the pack fell or someone managed to make no impact on the ground and walk away without leaving a trail. Aravashnial wafts the potion delicately toward his nose and takes a short, dignified sniff. "I smell ashwood, morning dew, perhaps a tad of rosewhistles..." He shakes the potion next to his ear and listens to it moving through the flask. "Slightly viscous... yes, I think I've got it." He flourishes the potion forward. "A potion for the restoration of strength or wits, or more permanent injuries. A shame it is the least refined spell of it's kind. A more powerful one might be able to restore my sight or Mrs. Tirabade's leg." The flourish is a bit off center, making a sight both comical and saddening. In other words, Lesser Restoration.
A stone ledge juts out at a right angle on the south wall of this cavern, fourteen feet off the ground. The leather strap of a backpack hangs from the edge of the ledge, while above, a narrow fissure yawns up into the dark. DC 20 Climb Check:
The pack is a Masterwork backpack, which holds ten days of trail rations, a flint and steel, a set of caltrops, two flasks of oil, 12 arrows and two separate kinds of potions Potion 1 DC 16 Perception or Spellcraft:
Cure Light Wounds Potion 2 DC 17 Perception or Spellcraft:
Lesser Restoration The tunnel stretches on, curving toward the north. |