The wizard growls and sneers at you as she rolls frantically around in a poor attempt to break free. "No you cannot, you would not. Damn you all to the abyss, I won't tell you anything, kill me if you need be but know that my queen shall slay you all. In the name of Her Majesty you shall all fall, along with the Jarl and all of the clans." She rambles on for a long while until you can't even make out what she is trying to say. Egil looks back at Galstak and nods. "You make a point warrior we should head back now and report our findings. If we ventured any farther we might miss ourselves the battle." With Egils lead you venture back down the path towards the others, the long path weaving and turning at every point. It will take a good 30 minutes for the scouts to return giving yourselves a bit more time to do what you will if you wish. There are still about 2 hours remaining and much that can be done. Reminder to all to add any loot (From the wizard or from before.) to character sheets if you haven't already done so.
The Wizard scowls at Spectrum, she smirks and looks up at him. "you clearly misinterpret my purposes here mortal, you could say I 'received' this letter from Kyrissa before she had a chance to see it." She says with a grin only hinting at her knowledge to frustrate you further. Galstak:
This statues features are hardly recognizable leaving you mostly clueless as to it's origins, however it does show a small resemblance of Infernal features only barely visible you reason it is likely to some Devil lord or matron. Egil looks back at the statue for just a moment before turning back to you to speak. "It is to old I cannie tell a damned thing about what's it sposed to resemble, and I doubt will learn much more just standing around, onwards and upwards I say." With Khalil agreeing nod he begin to scale up the winding pathway up tripping on his first step.
Morphet:
You open up the neatly wrapped note and examine it before reading, oddly enough this note is written in Infernal luckily a language you understand at least enough to read through this letter. You find a place of relevant safety from the snow and begin to read.
To Kyrissa Captain of Talons Reach.
"Mogens" Morphet:
"Mogens" means Powerful in the the Infernal tongue. Just seeing the expression on Morphets face after reading the letter causes the Wizard to snicker. "One who can understand the Infernal tongue I see, Few mortals can understand it I am surprised. So just what's it say..." The Wizard seems very interested in the note.
With one swing Calian brings down the stone wall and Urdaan dashes through the dust and rubble to find a dimly lit room. This dismal chamber has only two noticeable features, the most prominent being a ten feet square section of beaten copper in the center of the floor. The other feature is a copper arm sticking out of the north wall at the top of a two foot long slot. IT is unoccupied at this time and show no sign of recent use. a short set of stairs at the far end of the room leads down a few feet to a wooden door, on the western wall another wooden door hangs slightly ajar leading into what appears to be a short hallway.
New job's a little more hectic then I was expecting sorry bout that guys I hope I will be able to work out a better schedule soon :( @Luminarion: Examining Gregers wound you can tell that little can be done for him in fact he looks much like the sick back at Lenarts camp, it would seem that the the effects of the wights energy drain brought with it this strange illness. All: After Tok brings her horse over you begin work on the fortifications. You continue to fortify the area around the wagon but there is minimal rubble or anything of much use down here and your fortification is hardly one at all, it is however large enough to hamper the movement of human sized creatures but you think anything larger could easily walk right over it completely normally. You may have to look elsewhere for further supplies or perhaps you have something of use among your items, or maybe just maybe someone should pick up and read the wizards note...just a thought. (Time taken 30mins). Galstak, Khalil, Egil: You slowly make your way forward up the rocky slope occasionally slipping and falling but you persevere and it does not take you an incredible amount of time to reach the overlook. Egil stays a few steps back and allows you two to head first being far more stealthy than he could hope to be, you peek your heads out and observe. The rocky path opens into a large ledge where light beams in from the sun above, it feels nice to feel the breeze of the air and the light of the sun as the path below has little of that. This ledge is of decent size 40ft by 40ft at least, a huge stone statue sits at the far end of the ledge only a foot from the cliff and two wooden barricades are set up on either side of it facing down the mountain, the statue is worn and most of it's features are washed away it appears ancient at least a few hundred years old, it has no doubt seen brighter days. Looking down off the side of the ledge you note that you are some two hundred feet up from the ground below and no doubt on the other side of the mountain, now that you think of it you have been hiking along the weaving trail for some time at least a half hour, not that it matters as you have plenty of time and at least three hours to spare. After noting that the ledge is safe you wave Egil up and he examines his surroundings as you did. Egil points out that there is a small path scaling the side of the mountain, small old stone stairs are hidden beneath the high drifts of snow which are likely to prove more of a nuisance than an aid. "Appears to me like an old place a worship, clearly such is no longer the case." Egil wanders over to the wooden barricades. "Seen these afore, usually used for dem archers to hide behind, seems like an ofilly odd place for em to be though." Egil scratches at his bald head puzzled by this whole place. "Perhaps we can learn more further up, I be hoping so anyway." All: The eerie shroud of mist at the mountains peak begins to grow darker and spread farther suddenly, it brings with it a cold gust of wind.
Once again I'm sorry about slow post rate should be back to norm soon. With the efforts of all three of you you push the fake wall inward revealing a short hall which comes to a dead end, with your acute senses however you feel a cool draft at the "dead end" and with it comes the stench of burning flesh and garbage. Examining the wall closer it does not appear to be a secret door at all but simply a weak wall, you think a good hit from a bludgeon object/weapon could easily knock down this thin wall.
Khalil, Galstak Egil: The two of you catch up to Egil in but a few seconds, his short legs clearly have not taken him far up the path though he does welcome your company indeed. You spend a few moments hiking up the winding trail through the mountains, the trail begins to get very rough after a good 100 or more yards, rubble debris cover the path and to top that off the path steepens drastically. The path continues on further and you can make out that the path seems to come to a ledge on the mountainside though you can't make it out without some excessive hiking through this difficult terrain. Egil suggests that this rubble could easily be used for your barricade but the fact that this rocky paths has noticeable signs of use strikes you as disturbing and bringing these heavy rocks down is no easy task not even for the strongest of your group. Egil suggests that you carry on upward to investigate further. There is little in the ways of rubble to be used down here, but looking further up the path it is easy to note the increasing amount of rubble come with increasing altitude.
I put the wagon on the map, just to make sure this is were you wanted to put it right? The three of you struggle a bit pulling the wagon up the rocky terrain but still you manage to put it in position after a few minutes of trying. You had to leave the horse behind as it was to stubborn to head through the fog, you think someone good with animal's could sooth it (handle animal) and lead it through the fog. The wizard scowls at Aksum as he plays his fine tune, "That is what common folk cal entertainment my word." She is clearly not soothed or entertained she squirms in the snow eagerly in some attempt to muffle the noise, "When Balizod returns I'll make sure he breaks that stupid interments of yours, and make you suffer for all the people that had to hear that damn thing." It seems your playing irritates her like a lot, enough that you got her to blurt out another name at least. 1d20 + 1 ⇒ (4) + 1 = 5
What are you gonna do about the wizard, and is no one curious about the note found on the wizard anyone? The wagon and horse are still outside the fog as well not a very safe place for them and will no doubt give away your local. Egil hoists the weakened Gregers over his shoulders and places him gently in one of the caves keeping him as far away from the pile of dead as he can. "What a horrible fate they have succumb to, if only we could do more for the poor souls." Egil whips his grimy hands and turns towards the gathered group. "We still have us a few hours on our opponents, I say we scout further up the path first, wouldn't like for us to be the one's getting ambushed. We have at least four hours, an first things first we should learn more about our opponent and search further up to see what we can use to our advantage, wouldn't like to see a great plan put to waste when the enemy comes from an alternate route eh." Egil straps his axe back on to his belt and his shield on his back and slowly paces up the path. "See what you can get out of the witch I'll be checking ahead." He begins to slowly make his way forward but then turns back around. "And do something about that damned wagon." After this final comment he turns back around and begins his way up the rocky passage.
@Hvok: What I meant was that the total of the three checks has to equal 40 or higher 17+18=35 so another 5 is needed from the third person. Forgive me for being very oldschool :) With the two effort of the two men you can begin to hear the wall shift but it is not enough you will need a third person to fully push the fake wall aside. @Hvok: Your keen eyes can discern that yes this is indeed a fake wall as Garavel had mentioned, perhaps an unintentional one but one nonetheless, there appears to be no lever or switch or anything of the such, all that is needed is brute strength. This door is clearly non-magical it would appear it is but the result of poor masonry.
The guards eyes go wide. "Your the one the Viscount sent, should have said so sooner please you are welcome to enter and may the gods guide your hand and show you victory." The guard open's the large wooden door and you step into the entryway. The small entryway is closed off by a stone wall and an inner door of iron. A guard is on duty. The door is flanked by shuttered arrow slits, and two murder holes are in the ceiling. Flanking the inner portal are two fireplaces, where most of the cooking is done by two to three servants. The guard on duty opens the iron door for you and says. "The lords are preparing for diner so try not to disturb them." This regal chamber is simply magnificent. Several comfortable chairs are placed along the walls, and the walls themselves are hung with tapestries and decorated with shields, arms, and hunting trophies—12 shields, four long swords, two broad swords, four spears, two battle axes, and the heads and horns of various creatures. A long table set for a great dinner sit in the middle of this room, it looks as if able to hold for 40 or more people though none sit there now the smell of the cuisine can be smelt from just standing at the entryway, servants hurriedly run back and forth from the fireplace to the table to set the dinner. Ramps curving upwards and downwards lead to other levels.
New job's a little more hectic then I was expecting sorry bout that guys I hope I will be able to work out a better schedule soon :( These robes and amulets are clearly nonmagical and you can discern nothing about their origin and what they might mean. Garavel sighs as he takes position up beside Calain and Urdaan, "I suppose our only option is to move forward then." Garavel leads you through the weaving burial chambers to the east and to the south only to find more coffins on the walls, these chambers smell of death and decay which blocks out all other smells, it is not a very present place to be. Garavel spots something as you trek down the east chamber, "You see there." He says pointing to a area of the wall that lacks a sarcophagi, "A door no doubt." He moves up and puts his back into it in an attempt to move it but it does not budge not even the slightest bit. "May need a little help over here, some brawn preferably." 1d20 ⇒ 16
Three people can aid Garavel in pushing the "door" open, it requires a combined strength check of 40 to push open.
Sam continues to administer magical aid to the defenseless Calain whose strength is now enough to stand but his arms still immobile. Garavel whipes the ghoul gore from his face and eagerly searches for something else to chop, he quickly moves to Hvok's aid blade first, he crushes another undead under the sheer force of his blade sending more blood and gore into the air covering him and Hvok. 1d20 + 5 ⇒ (11) + 5 = 16
Pashaj uses his touch of law on Hvok. Raulzig changes from his whip to his crossbow and stands ready to fire. Urdaan swings his axe down upon the prone ghoul imbedding it between it's ribs, but even such a blow does not slay the ghoul it squirms frantically and attempts to stands, before it can you swing at it again chopping it's head clean off and thus ending any immediate threat. 1d20 + 2 ⇒ (11) + 2 = 13
Garavel immediately searches the ghouls body and takes off the strange amulet from around one of the dead thins head he holds it up and puts his torch near to search it closer he shakes his head after but a few moments of search unable to identify what it is or means. "It appears to be holy symbol of some kind, but of what I know not, or why..." He turns to face the dead ghoul at his feet. "...and those robes." He kneels beside the ghoul. "They do not appear old, and they had no tattering before we came along, but why would such foul things..." Garavel begins to say but is lost in thought. "These are all to many question for me and sitting around ain't gonna get us nowhere." He turns to you all. "Lead on I guess." You take a few minutes to rest and allow the paralysis to leave you body, all affected by spiders poison may make a fort save DC13 to rid of it. 1d20 + 7 ⇒ (1) + 7 = 8 +455xp's each.
Necklace:
Necklace of Fireballs
Aura moderate evocation; CL 10th Slot neck (does not take up slot); Price 1,650 gp (type I), 2,700 gp (type II), 4,350 gp (type III), 5,400 gp (type IV), 5,850 gp (type V), 8,100 gp (type VI), 8,700 gp (type VII); Weight 1 lb.
This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. This necklace has two beads remaining both deal 3d6. Bag:
Bag of Tricks (Grey)
Aura faint (gray or rust) or moderate (tan) conjuration; CL 3rd (gray), 5th (rust), 9th (tan) Slot —; Price 3,400 gp (gray); 8,500 gp (rust); 16,000 gp (tan)
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following table to determine what animals can be drawn out of each. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day. Gray Bag
Cloak:
Cloak of Elvenkind
Aura faint illusion; CL 3rd Slot shoulders; Price 2,500 gp; Weight 1 lb.
When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. The caves clearly are only used for storage and for the ambushing of any potential opponents, you do some simple reasoning to tell yourself that your tracks are likely not going to be covered in time for the beast's arrival some one with great work on their feet could maneuver around the field and cover the tracks without making noticeable tracks. The path continues further onward through the mountain pass there is bound to be more up ahead worth seeing but now it is time to plan your ambush should it take place here or further ahead what if there are multiple entrances further ahead with could ruin a hard plan, all those and many more questions come to mind it is time to plan... The party has a little over 4 hours to search the area and set up their ambush, lets get creative people :) To warn you all ahead of time expect my posting rate to be slow the next while, my new schedule is really killing me and hope that soon I can get things back together.
Just to warm yall my posting rate will be very scarce over the next few days or even weeks, my new schedule is killing me and until I can work things out expect posts from me to be scarce. Hvoks scimitar pieces into the ghouls rotted flesh with ease, the ghoul lets out a blood curdling scream but the wound did not seem to be lethal as the creature retaliates flailing it's claws at him, Hvok easily parries and doges the wounded creatures attempts at attacking with not even a scratch. 1d20 + 3 ⇒ (7) + 3 = 10
1d6 + 2 ⇒ (6) + 2 = 8
Wounds:
Sam and the rest are up!
Sorry everyone new job really killing me and have little time to post I am hoping I can work things out soon but till then would you all please bear with still very interested in this. If I can't work up more time I would be happy if someone could take over for me would ahte to see the game die, provided any of you have the book. @Tarmin: The Woman gives you a very vague description of Jozan and tells you he spends all his time in his chambers upstairs only leaving for meals. He is not present here at the moment. Elmo is slow and does not catch on to what Tarmin and the gnome are talking about as the rest of you get up to leave he hurriedly jumps to his feet and yells. "Wait, I shall accompiny you as wel." Although he doesn't really understand what you are doing still he keeps his mouth shut and follows. Guard Tower: The rest of you and Elmo all head to the guard tower in search of the man Calmert told you of who can apparently satisfy your curiosity. This structure is some 55 feet tall, a smaller tower rising inside the greater at about 35 feet above the ground. Its entrance is accessible only by going up a curving flight of stone stairs which terminate in a landing about 10 feet above the ground. The outer door of the tower lowers to form a bridge to the stone landing. There are numbers of arrow slits around the tower, and it has a splay around the base to about 6 feet in height. The lower and upper battlements are machicolated, the merlons being pierced for archery as well. Two men-at arms watch from its roof and a guard stands by the entrance ever surveying the area. You walk forth but the guard stops you after a few steps. "Hail travelers, explain your business here or be off The lords are in meeting and are not to be disturbed." Tavern: The Tavern appears bare now most have made off home for the evening or to their rooms upstairs. Gundigoot stands lone at the bar leaning against the far wall cleaning a small glass with a tablecloth all is quiet and Jozan is clearly not here at the moment.
At the edge of sight, a fortress top emerges from the darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot. You continue your decent down the long set of stairs revealing more and more of the Citadel. The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding cavern floor. The floor stretches away to the north and south, and it is apparently composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard, a wooden door shut at the towers entrance. The masonry and debris covering the courtyard appears all but stable you may have to be careful were you step.
Spectrum:
Sack: Bag of Tricks grey.
Necklace:Necklace of Fireballs 1. beads remaining: 2 3d6. Cloak:Cloak of the Elvenkind. Both caves have the same general layout, a short yet thin hallway leads into a 15 by 15 foot room each is full of countless human corpses from that of children to that of an elder some appear to be fresh and some do not even have the skin left on their bones, rats infest these caves of evil and the sight sickness you, the cave to your right has has coins scattered around most away from the corpses, there also appears to be some farm tools and the such within the pile of corpses. You estimate there is about 250 or so gp worth of scattered coins within the cave much of it is in the corpse pile and it would take a good 10 minutes to scavenge it all up.
You first scavenge weapons and valuables from the field, it seems that the undead carry no valuables of any sort although the wizard clearly carry several items of value. Loot:
After tieing up the Wizard and removing her valuables weapons and spell components, Khalil wakes her, after shacking her up a bit she awakens slowly fluttering her eyes open to find Khalil whispering to her ear, it takes her a minute to come to and respond. "I do not fear death fool, I welcome it as I shall stand at my gods side and when Mogens learns of your work hear you shan't live much longer." She snickers. "If anything you should be the one pleading for mercy." It seems your efforts at Diplomacy come to no avail though you did get her to slip up a name one you have not heard but from what she says would appear to be her leader, "Mogens" you whisper to yourself, it does not sound like much of a name to you you reason it is likely a nickname. Infernal:
"Mogens" means Powerful in the the Infernal tongue Now that battle is over with it easier to get a better look at your surroundings, the cart tracks that you saw on the other side of the magic fog continue up and then stop near the entrance of the two caves, there appear to be recent and old tracks here it is much more noticeable as this area gets much less snow then it did outside the path. It makes you curious as to what might lie in the caves. All are at full hps now.
Very sorry people that I didn't forewarn you of my absence, but am back and with a new job (which is good) and ready to get back into the kick of things if you are all still around. Ratchet quickly runs for the stairs hoping to catch the gob before he escapes, it is running swiftly down as Ratchet fires a bolt into the goblins back and it falls flat on it's face dead on the stairway below. This stairway is in no better condition than the last but with no immediate threat around you can easily take your time to reach the bottom, the stairs descend some forty or more feet downward into the darkness but your lit torches and magical light light the area enough for you to look around. This platform seems to have served as the resting place and housing area of the dogs, trash and litter sit in the far corner and several wooden bowls containing rotten meat sit in the far corner other then that there is nothing to see here apart from the now dead goblin corpse below your feet. Another set of stone stairs descend even farther into darkness not even the dwarves can see the bottom or next platform. 1d20 + 3 ⇒ (15) + 3 = 18
+400 xp all for defeating the Goblin and his many pets.
Tarmin:
The women ponders a minute about your question then answers. "Well yes now that I think about it, there is Jozan the caravan guard been waiting for his caravan to arrive in Hommlett for weeks maybe longer I don remember. He insists that they are still coming but I think he knows that somit happened to them, he may be interested in mercenary work if your needing." You spoke to Otis ye did, he's a nice fella ain't e I've looked up ta im all my life and now tanks to you I can follow in his footsteps. What excatly did Otis tell ye, did he mention his great battle with the Red Dragon in teh Kron hills or maybe his time in the army or or..." Elmo seems to get really worked up when he talks about Otis but he stops his ranting about his brother great accomplishments and gets back on topic. Well then I accept your offer into your company an I hope we do great in our quest..." He stops a moment and looks dumbfounded a moment. "What exactly is our quest?"
@Spectrum: Aye but you would keep the spell so you can cast another time. Kaiden stands after Curvlk alerts him and strikes at the skeleton within his reach, it is near miss but still not even a knack on it's bone. 1d20 + 7 ⇒ (5) + 7 = 12
Aksum fires a shot and this time luck be with him the shot hit's the wight square between it's "eyes" and it appears to be very damaged. Tok now less worried that Gregers is alright sees that the Wight is on the verge of death, she channels positive energy in a final attempt to at last slay the abomination, it attempts to resit the positive energy's but cannot it is burnt to a crisp as are the other two skeletons. 2d6 ⇒ (5, 3) = 8
Combat be over +750xp each You slowly lower your weapons and spells as the last of your enemy's fall before you, you have won this battle but another lies ahead this day and time is of the essence. Egil quickly runs to his fallen companion who sits weakly on the ground he grabs a potion from his belt and pours it into Gregers mouth. His wounds patch up in an instant due to the potion but it does nothing to recover his lost vitality and strength, even after his wounds heal he does not appear much better nor does he speak he simply sits idly on the ground. Egil lifts himself from the snow and moves towards the whole of the group. "Poor lad tha wight took his energy's from him it did and after taking blows like that I be bettin he'll not be much help fer a while." He study's the battlefield closely a moment or two before continuing. "No point in standing around the wizard still breathing and she likely is working with our enemy and hopefully can tell us more. I'm not very good with words so uh how bout one a ye do it may need to shake her up a bit to wake er my axe may have left a dent." He snickers before heading back to Gregers aid. Tok uses one of her channels to heal all those in need. 2d6 ⇒ (3, 2) = 5 3d8 + 5 ⇒ (6, 6, 6) + 5 = 23 updated wounds:
Combat has ended but you belive you should be quick about your business hear and continue on after talking with the wizard. Time is of the essence and the longer you have to set your trap the better. You still have a little over 4 hours before the time the thing should arrive according the Lennart
Jennis and Barek combined attacks kill the skulk as falls to the floor lifeless it shrieks another sentence or begins to in the same unknown language as before ”Egstrath entil alrisheta ae feaftuft Kazmojen!”, strangely no blood seems to leek from it's wounds though it is clearly dead. Afterwards Hagin moves quickly to Yvettes aid channel positive energy to stabilize her, though she does not rise yet. Undercommon:
"You will never defeat Kazmojen... Soon after the thing drops dead Keygan peeks his head around and looks at the lifeless creature giving a sigh. He slowly walks up to you very nervous and scared looking as he sees his carpet draining Yvettes blood. He gulps and then begins to speak in a weak tone. "I did not mean you harm, uh I mean...please understand I didn't know what to do I was scared and well though that you could help me..." He looks to Yvette and sighs in relief seeing she is not dead. "I couldn't raise my hand against it myself if they were to find out...Starbrow would..." He stops talking realizing you do not understand. Ghelve sighs heavily and walks to the back room. He pushes at a section of the wall underneath the staircase. A loud squeal fills the room, and the wall pivots open, revealing a 10-foot square landing at the top of a stone staircase that descends into darkness. He then turns and looks back at you hopefully. "This leads to Jzadirune, the enclave where my people lived until 75 years ago, when the Vanishing caused several of them to fade away into nothinginess. My people abandoned it after that. About three months ago, several of those creatures-" he points at the skulk, "-snuck into my shop and kidnapped my familiar, Starbrow. They threatened to kill him unless I cooperated. I had no choice, you understand! None. They demanded I tell them everything I knew about Cauldron, and when they found out I make most of the locks for the city, they forced me to make three skeleton keys that could open any of my locks. They also made me turn over my records listing who I’d sold the locks to over the years.” Ghelve’s face colors with shame as he continues, ”There’s two types of creatures involved in this – tall ones and short ones. The tall ones look like that" He says pointing at the dead creature on his rug. "They typically wield either short swords or rapiers along with crossbows. The skulks often leave the shop wearing cloaks, letting them blend into their surroundings with ease. The short ones are sinister gnomelike creatures with pallid skin, large noses, and soft black hooves for feet. They typically wield daggers and wear black cloaks and cowls to help them hide in the shadows. The creatures work in groups of threes, and all speak in some strange cryptic language.” He bows his head down in shame. "Thats what you wanted to know right..." ”If you think to go after them, please, find Starbrow and return him to me. I know he’s in a dark place within a mile, and that he’s starving and afraid. He’s a good rat. Don’t let them hurt him, or you for that mater.” ”I know little about Jzadirune itself – I’ve never been. But my father told me a few stories about it. There are supposedly secret passages all over the place. The doors are gear-shaped and designed to roll to one side or the other. Father said many of them bear traps that only gnomes could safely bypass. If you wait just a moment, there’s one more thing I can do to help.” Ghelve walks up the stairs to the second story and returns a moment later with a tattered piece of leather in his hand. He gives it to you and says, ”This is a rough map of Jzadirune my father gave me. It doesn’t show any of the secret passage's he referred to, but hopefully it will help.” Ghelve draws several deep breaths and looks at you hopefully. "I know it's too much to ask after what I have done but please."
Forgot elven immunity, damn elves :) Urdaan suddenly recovers and pops back on his feet magically as if nothing ever happened... Hvok swings at the ghoul attacking him with his scimitar but swings wildly missing it badly. The ghoul does not take kindly to Calain bash on the head from earlier, it leaps forth upon him ripping flesh from flesh with mouth and claws, his other arm falls limp but that is the least of his problem. The ghouls bite brings with it a sickened feeling and you feel the energy drain out of you falling flat to the floor. Hvok is far more lucky than the Barbarian and doges each and every of the ghouls attacks. @Calain:1d20 + 3 ⇒ (15) + 3 = 18
1d6 + 1 ⇒ (4) + 1 = 5
1d20 + 7 ⇒ (2) + 7 = 9
1d8 ⇒ 4
Dex1d3 ⇒ 3
@Hvok:1d20 + 3 ⇒ (5) + 3 = 8
1d6 + 1 ⇒ (3) + 1 = 4
Wounds:
Init order:
As Calain is down Sam may wish to change his action.
Urdaan cleaves right into the prone ghouls flesh and with one deadly brutal strike end's it's unlife. The remaining ghoul is hardly fazed by Urdaans great display of power, with no thought for safety or anything g other than follow it's orders it once again trys it's luck against the elf, it's claws flail at Urdaan leaving several small knicks, but it is enough to paralyze him. Urdaans whole body turns numb and he falls to the ground comleatly paralyzed. 1d20 + 3 ⇒ (13) + 3 = 16
1d6 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (17) + 3 = 20
1d8 ⇒ 7 1d4 + 1 ⇒ (4) + 1 = 5 Wounds:
Init order:
Paralysis:: Ghoul and Ghast Paralysis: Instead of having ghouls and ghasts paralyze characters completely if the save is failed, roll 1d8 to select one of the optional results below: 1-2 Left Arm Paralyzed: Any item used in this hand is now unusable (such as weapons, shields, or magic items that must be physically activated). 3-4 Legs Paralyzed: Lose AC bonus from Dexterity, unable to tumble, Movement reduced to 1/3, must make a Dexterity check every round to stay on feet. 5-6 Right Arm Paralyzed: Any item used in this hand is now unusable (such as weapons, shields, or magic items that must be physically activated). 7-8 Entire Body Paralyzed: Victim totally paralyzed, unable to take any action until duration expires, falls to floor (no damage unless falling to the floor places the character in a dangerous situation, i.e. If paralyzed while standing on a ledge).
Sorry was to busy yesterday to get another post in but that was a surprise round and so it is the Skulks action. The skulk is stunned that Yvette Survived it's first viscous strike though it shows no emotions on it's face it is still easy to see. The skulk once again raises it's shortsword and spits a warning in an odd language ”Urgen fallil en calviz, enduratine!”, as it's blade seeks deep into Yvettes flesh again. Yvette takes another 9 damage total of 19. Undercommon:
Turn back and forget the children or die! 1d20 + 3 ⇒ (19) + 3 = 22
Trane steps forward to aid his downed friend and pummel to Skulk with all of his force, his second strike bashes the things head in though it is still alive. Is that lethal or non-lethal.
1d20 + 2 ⇒ (2) + 2 = 4
When Yvette enters the room a, smooth-skinned, hairless humanoid with penetrating eyes and skin that shifts and changes to mimic his surroundings jumps down from the balcony and lands right next to Yvette, however from the long jump he seems to have wounded his leg though that does not stop him from stabling his short blade into Yvettes side making a grievous wound which begins to seep out onto the backroom carpet. Yvette takes a total of 10 damage from the creatures blade. While all this happens you notice that Ghelve is hiding himself in the corner of the room out of sight of this strange beast. Looking at the thing closer, you can better see it's black hooded robes which are far to big for it's small frame. @Trane: This is no doubt what you saw in your vision. Init:
Init Order: Skulk
Samuel draws his longsword and move to provide support for Calain. Garavel swings his large falchion over head in a attempt to fell tthe one in front of him in a single swing, and he does! The ghouls head is loped clean off and falls to the floor, the body slowly follows. 1d20 + 5 ⇒ (15) + 5 = 20
Calain swings furiously at the undead, even one handed the warrior still strikes true and leaves a heavy wound on the thing though it does not fall. Raulzig in his position safe of the ghouls conjures up a gout of grease which covers the ground were the ghouls stand, one falls flat on it's ass but the other keeps it's footing if only barely. 1d20 + 2 ⇒ (8) + 2 = 10
Pashaj begins his Sermonic Performance in hope that it will be of some aid to the party. Crucible cany move as the ghouls paralysis takes hold of it's whole body. Init order:
Sorry for my slow posting rate as of late, new job and all. Should be back to normal soon though. The curtain is pulled back, revealing another room. Black curtains partially obscure a window niche that faces the street. Ornate locks and complex locking mechanisms are neatly displayed in the niche. The room itself looks tidy, but lived in. Carpets cover the stone floor, and a broom leans against the railing of a wooden staircase leading up to a second floor balcony. Three wooden chests rest in the middle of the floor, their lids bound shut with sturdy iron padlocks. Small tables, shelves, and benches hold various knick-knacks, and a framed portrait of a silver-haired gnome hangs next to a tall wooden box at the base of the stairs.The wooden box contains an intricate array of ticking gears, counterweights, and cylindrical chimes, surmounted by a circular face that bears the numerals 1 through 12 on its circumference.
1d20 + 2 ⇒ (19) + 2 = 21
1d6 + 2 ⇒ (3) + 2 = 5 Curvlk lays his healing hands on the skeleton closet to his prone companion, which lashes it's sword out at him causing a minor wound however it does not disturb the casting and the positive energy's destroy the vile creature. Curvlk now at 10/30 Waiting on Kaiden @Spectrum: Only one skele would be caught in the stone call now and seeing as there is bound to be another encounter with the pumpkin head you may want to cancel your action, just something to consider.
I new it he has been hiding these things in here, probably weeks when I see that geezer again I'm gonna... Bricker steps into the room to better look at his surroundings and signs of recent use or perhaps some rats, He searches the Debris thoroughly but keeps his distance from it, he waves his companions away indicating for them not ot follow inside but stand ready in case of danger. 1d20 + 17 ⇒ (17) + 17 = 34
"Jzadirune was home to the gnomes of Cauldron, but since the vanishing none have ever set foot down there and it's location has been forgotten." Keygan takes a look at the parchment with the riddle written on it. "Descend into the malachite 'hold, where precious life is bought with gold." He reads aloud. "Could refer to a slave trader working out of the old hold, but why or even how anyone could work a business that low underground offsets my assumption. That name you said earlier, Kazmojen was it, sounds dwarven could be this half a dwarf fella er something of the matter. This is a tricky one." Suddenly Keygan looks very depressed for what reasons you cannot discern he looks up at you all and says. "You all seem to be quite capable, I umm was wondering if perhaps you could... well, I have a small rat problem and..." He studders To which you raise an eyebrow not making snse of his strange change of subject. "In the back room behind that curtain, could you perhaps...check it out for me?" Sense motive DC15: He seems very nervous suddenly if not scared of something you notice his eyes dash around the room from the curtain to the locked door to your right he bites his lip as he makes his strange request, It would appear he wishes you to go to the back room, he fears something from there clearly likely not he rats he claims to lurk there.
"The Lat Laugh are involved with the kidnappings? And you say they know of Malachite hold eh, hmm." Keygan ponders. "You tell me the priest divination brought you here, don't know why many in Caludron could a told ye the story of Jzadirune. Kazmojen you say never heard the name afore, my father never told me anything much about Jzadirune nor do I know how he got down there but that was a hunerd years ago at least maybe me memory be fadin. My family has run this company since the founding of Cauldron shop been passed down through generations best locks around and nothing short of the key or brute strength could get by them, even a master thief would have their difficulties. I am good with puzzles, perhaps I could dicern this divination's meaning." Trane: Keygan is defiantly not lying about anything he tells you and seems to have a good intent on helping you but you sense he is leaving something out of his story and mention of Malachite Hold seems to bring a nervous and sad look to his face.
1d20 + 3 ⇒ (14) + 3 = 17
The wave of divine energy burst across the battlefield slaying many undead in it's wake, however the ferocious wight still stands. Now we are back at the top with Kaiden and Curvlk, only two skeles and the wight remain :O
You chat for what seems to be hours though you know it to be only a few minutes at most as finally Elmo steps in through the front door Ostler salutes him and point him in the direction of your table were he steadily makes his way over and takes a seat. "Greetins again friends." He says to you as he sits down it appears he is significantly less drunk then before. "Well know dat we all here I suppose we should talk bout business wight?" He says while slowly appraising you all and looks at Galavaine strangely."Names Elmo, an you are?"
"You seek information on Jzadirune? Never had anyone come to me for advice but, Malachite Hold wasn't exactly a gnome settlement but part of one, since you clearly don't know nothing of Cauldron's past I suppose I got a little talking to do. Malachite Hold was a stronghold of the ancient gnome city Jzadirune which believe it or not is right beneath Cauldron, however long ago a strange disease swept over them and they well, vanished out of thin air every last gnome the place was thought cursed by most and since then seems to have been forgotten by most folk but not I as my father once visited there actually quite a few time, I remember when I was but a boy he always traveled to the underground city to collect supplies for our locks...Enough a me talking why come to me for this you can't be thinking that I am somehow worked up in this are ye cause I can tell ye know that the place has ever been stepped on for years matter a fact it's been forgotten not a soul in Cauldron could find it's entrance." Keygan takes a deep breath. "Well if that's all ye wanted I would like to get back to me sleep." The gnome says impatiently.
Pashaj is down 1 and Garavel is at 20/27 could change in a few seconds though :) Hvok steps back and draws his scimitar to guard the party's other flank.You could always ready an action to stab a ghoul if it comes near. Just a suggestion. The ghouls shriek as they run toward you ready to slash you with one of their claws as they pass, one charges Garavel who does not raise his blade in time to parry, he takes the hit even if it be only a small cut the ghouls paralysis effect still seep into his skin though he stalls it off. The other two us the benefit of the wide halls to get around to their foes and stay from arms reach, one slashes at Hvok who parry's with his scimitar, but Calain however is caught a little off guard and the ghoul makes a wide cut across his stomach drawing much blood. As the blodd seeps he begins to feel his right arm falls limb as it become immobile due to the Ghouls Paralysis Garavel:1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Hvok:1d20 + 3 ⇒ (6) + 3 = 9
Calain:1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 4 ⇒ (7) + 4 = 11
Init order:
Wounds:
Spectrum readies an action to drop a column of rock on his foes once his allies are out of harms way. He "tells" his small psudodragon companion to relay this information to Curvlk and Kaiden. Khalil shivers after feeling the power of the horrid wights cold aura and sees his allies around him take similar effect as he, then Gregers drops to the ground pale faced it would seem this is not his day and so he calls upon his goddess and pray she will aid him better then before. A wave of healing washes over the battlefield catching all but Kaiden , Curvlk, Egil and Aksum. Egil swings his mighty axe downward in an attempt to slay one of the many skeletons still surrounding Curvlk and Kaiden, his axe thunders down and smashes the thing to pieces. Morphet flings another volley of magic missiles at the wight who still let alone all of the damage he took looks very much "alive" and undaunted by your attacks whatsoever. Galstak finds his rage after seeing Gregers fall, he holds his magic axe high and swings with all his might in a downward arch with great strength he finds his axe slide easily through the things thick hide unlike Gregers longsword perhaps it is it's magic properties. His axe deals some heavy damage to the Wight but nevertheless it stands. Npc Fighter swings his longsword at the Ghoul threat in front of him, his blade slices across the ghouls bare chest with ease dealing some heavy and vital damage to it but not enough to slay it outright. Both zombie throw themselves at the already weakened fighter with brute force and the look of death in their eyes, he is able block the zombie attempted attack with ease. 1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 10 ⇒ (8) + 10 = 18
1d20 + 4 ⇒ (19) + 4 = 23
1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 2 ⇒ (4) + 2 = 6
updated wounds:
Init Order: Block 1
Block 2
Block 3<--
Urdaan quickly heads to defend the rear of the party from their ambushers. He moves in fast with his axe raised high and swings with all his might, but puts more force then aim into his attack. The ghoul quickly retaliates from Urdaans attempted attack, he then crouches into his defensive position and jumps at the ranger claws high in the air, you raise your shield in time and throw him off back to the ground effectively blocking all of his attacks. The other one looks down at Hvoks tiny scorpion and hesitates attacking it, as Crucible raises it's pincers it finds the thing to be hostile and swings it's claws at the animal. The ghouls stinting claws leave a mark on the scorpion as the ghouls paralyzing touch takes effect at it's stinger falls limp on the ground. Crucible takes a total of 7 damage from the ghoul. 1d20 + 3 ⇒ (4) + 3 = 7
1d6 + 1 ⇒ (1) + 1 = 2
1d20 + 3 ⇒ (4) + 3 = 7
1d6 + 1 ⇒ (2) + 1 = 3
1d20 + 4 ⇒ (2) + 4 = 6
Init order:
"hmmm." The gnome thinks. "Well fine, give me a moment to get down there." He closes the window back up and you here him bar it back up a precaution most use nowadays. Within a few moments you here the door unlock and open up the small gnome looks up at you. He is dressed in his pajamas indicating you likely woke him from his sleep the old gnome looks to be in healthy condition, Keygans hair is a dark grey as is his finely trimmed goatee. He smiles up at a you and says. "No point standing in the rain now come on in." He gestures you all to come in and you follow behind him to the stores entrance. This storefront smells of wood and pipe smoke. Two padded chairs flank a hearth containing a small yet lively fire. The fireplace's carved mantle bears a tinderbox, a small vase of dried smoking leaves, and a finely wrought collection of pipes. A burgundy strip of carpet leads from the entrance to the wall across from it, where dozens - perhaps hundreds - of keys hang from tiny hooks. The keys come in all shapes and sizes. A handsomely engraved mahogany counter stretches along one wall. Behind it hangs a red curtain that neatly hides the rest of the store. "I am not used to having many visitors especially not at this time of day, now that your inside do you care to explain what it is that is so urgent to wake me from restful sleep.
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