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Boomy HP 14/20 AC 17/17/16 
Thursday August 4th, 2011 1:16:19 PM

Boomy ignores Delrid and pretends not to hear him. If he was a stranger he would have thrown something at him, but a group member would get more leniency...he is still unsure of Delrid.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED 
Thursday August 4th, 2011 5:56:53 PM

Bruagh snickers at Delrid's comment about Boomy but leaves it at that. "I vote we use our little goblin friend as a scout. If he takes us to the treasure, he will get a share and be allowed to leave unharmed after we make it out safely. I know it's dangerous, but we need provisions. What's the point of moving further into the mountain if we have no provisions or no goods to trade if encounter someone who has them."

Bruagh waits to decide if he will hear arguments or agreements from his friends.

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Thursday August 4th, 2011 6:38:20 PM

OOC: Delrid is inherently unlikeable, so feel free to throw criticism his way any time. He doesn't exactly have "The social skills".

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=21 ; d20+8=14 ;
Thursday August 4th, 2011 8:41:39 PM

Devlin shrugs. Either way is fine with me

If the party decides to go searching for the loot Devlin approaches Mr. Goobuttom and says. If you have time could you make me some more crossbow bolts? I have a decent supply but can always use more. If the gnome agrees Devlin fishes out a pouch of bolt heads he has been collecting from broken ammunition. Thanks

Which every way we go I will take the lead and check for unstable ground and "kobold" traps.

Perception = 21
Perception vs traps = 22
vs stonework traps = 24
Stealth = 14

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday August 4th, 2011 9:11:37 PM

"It looks like a group decision has been made. I am no more a leader than the next person - dwarf or gnome." she says to Deldrid "The skills I lack on the battlefield just seem to be offset by my ... um... let's just call it feminine charm" she says with a chuckle that has become rare.

She then addresses the goblin in common "Here is the deal, goblin. You are going to act as our guide. In return, we will look to keep you safe and provide you with a share of whatever treasures we may find that you may return to your clan. We will not force you, but I believe this is the best you will get. The alternative is to be thrown from this cave, still bound, and empty handed. And with the giants we just passed, I suspect your odds of survival would be somewhat low"

OOC: Yes, the DM tip ... curious.....

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Thursday August 4th, 2011 11:55:12 PM

OOC: I believe the tip is due to my comment in The L&B, I mentioned that it seemed we have been doing a lot of reacting to situations and have not been very proactive.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday August 4th, 2011 11:55:14 PM

Sam studies the goblin as the group speaks to him. Although he doesn't speak goblin, he fills in the blanks with the rest of the group's communication with each other. Not sure if my vote counts for much, so I'll pose a question. What about the refugees? If we delve deeper into this tunnel, some of us might not make it out. I know we most likely have to choose our poison either way, but at least by leaving this place we can start moving in a direction of general safety.

DM Addison 
Friday August 5th, 2011 12:24:14 PM


The Goblin looks at you with wide eyes, "You mean, you want to go into the Monster Tunnel rather than continue your journey through the mountain to reach civilization?"

He looks over to the claw-carved tunnel that trails off into darkness unknown and shudders.

You inspect the entrance and see that this tunnel is very different from the wooden supported cave that you and the refugees currently reside.

Baenor says, "I don't know about this Tahni. Riches to trade are good and all, but if one of you heroes were to die, then it would lower all of our chances of survival... Yet, I will follow your lead. Should we set camp here for now and await your return?"

Mr. GoodButtom replies to Devlin, "Of course , it will keep my mind productive as we wait. Please, take this as well" and Mr. GoodButtom hands Devlin a flask of Alchemist Fire.

Devlin takes the lead and begins walking down the claw-carved path.
You hear echos far off in the distance of random scratches and slithering. The Goblin jumps at the sounds and shudders, "Lets turn back masters, this is not safe!"

You walk for 50 feet in the dripping darkness and see nothing but centipedes that flee from your torches.

--------------------------------------------------------------------------------------
When you searched the Goblin corpses, all you found are mundane shortbows with crude stone arrows.
The one good weapon is the sword that the last Goblin grabbed from the wheel barrow.

Loot, please record who puts the stuff in their packs:
1 Really Nice Longsword, with elvish writing. Cold to the touch, Boomy's blood.
1 Shiny light weight suit of chainmail.
1 shiny light buckler
1 ring, inscribed with an insignia of a shield and 3 crosses. Decayed finger still attached.
1 jeweled scepter
1 heavy thick metal-plated helmet
Approximately 200-400 gold pieces, the refugees will count it while your gone


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=15 ; d20+6=11 ;
Friday August 5th, 2011 12:50:14 PM

Devlin moves along cautiously, he stays ahead of the light source using his darkvision to easily see into the small nooks and crannies. The sounds are un-nerving but he focuses on his surroundings alert for any dangers.

Stealth = 15
Perception = 11
vs Traps = 12
vs S.work traps = 13

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Friday August 5th, 2011 9:56:24 PM

Delrid casts Detect Magic on the pile of swag. He's not really interested in the weaponry or armor, but he is curious about the ring. He'll identify if the time comes...

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21  d20+9=16 ; d3=1 ;
Saturday August 6th, 2011 11:55:14 AM

Knowledge Engineering: 16 - Delrid's estimate to end of tunnel

Delrid recommends the following:

"Unless we plan to found a city, I think we should escort these refugees to the other end of this tunnel. It's about (memory estimate of time) to get them out. At that point, our goblin guide brings us back to the Monster Tunnel, and we choose our own path."

Anticipating argument from Tahni about the refugees, he begins again. "From Devlin's description, you have been on the run and tethered to these people for weeks. They had their own community before, and I'm sure they can start one again. They are hardy folks, and the greatest of the noble races, let them choose their pay once we escort them from the tunnel. They are Dwarves, and have enough pride to reject coddling!"

Delrid is confident these dwarves can and will find their own way. He also knows how he would feel if treated as incompetent or charity. His stubborn pride set him on his own course, and these 14 should feel the same. Mrs. Cloverfield needs to decide if she will take action or give up and die; the party must choose the same.

OOC: Use knowledge engineering and memory to estimate tunnel length, share data with group.

Boomy HP 14/20 AC 17/17/16 
Saturday August 6th, 2011 12:38:43 PM

Boomy asks one of the Goblin speaking members of the group to question the gnome about any settlements near by that the refugees might be safe at.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED 
Sunday August 7th, 2011 9:53:31 AM

Bruagh waits to here how long Delrid thinks the tunnel is before commenting.

"I am open to suggestions, but personally believe the refugees best chance of survival is here in the tunnels. It is easier to defend than the open. I'll leave the choice to Baenor though."

DM Addison 
Sunday August 7th, 2011 1:11:54 PM

Deldrid remembers that the tunnel goes for approximately 20 more miles, with many branches, twists, turns, and connections to other tunnels- occupants unknown.

Sam knows the location of an old Gnomish settlement called MountainBurrow that is on the other side of the mountain.

You were traveling around the mountain before, but now that you are going through it, the distance may be shortened... but that is IF you can make it through the tunnels alive and not get lost.

Baenor responds to Deldrid, "I understand your logic for wanting to explore this cave. BUT I am but one fighter with a dozen children, a sick woman, and maybe three other able-bodied adults. You expect us to find the civilization that only Mr. SnapDragonMcFisticuff knows about and avoid any other dangers until we reach the other side of the mountain?."

Then he says to Braugh in a hushed tone so that the younglings cannot hear, "We are grateful for your help, and if you wish to abandon us now, then that is your free will. But our chances of survival without your protection..." His eyes look despondent and he looks at his wife, who is clutching their child to her bosom, tears streaming her face as she struggles to hold it all together.

He then looks inward to his pride and states sternly, "We shall await your return unless you request that we go, then we shall burden you no longer."

Deldrid casts Detect Magic and can see an aura on every piece of equipment. The Ring produces a moderate red glowing Evocation aura. (How do you identify? Spellcraft DC 15+item's caster level, which is 9 = 24)

Devlin stays ahead of the light source and he begins to notice through his darkvision that many bugs and creeping molds don't flee from his footsteps, but rather slink closer to him... as if hungry.

You pass another 50 feet and see a three-pronged fork in the road.

The Goblin points to the middle one and whispers, "We went here. About 100 yard in, we found a pile of human bones and started shoveling gold into our wheel-barrow. Then the Grick noticed us and we ran as fast as we could. Then we saw you guys."

A trail of gold dabloons verifies his story. Also goblin tracks and wheel barrow wheel marks

So... is it Door #1 (left), Door #2 (middle, goblin-explored), or Door #3(right)?



Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21  d20+9=23 ;
Sunday August 7th, 2011 3:32:03 PM

Delrid can't quite make out the item (spellcraft check 23). Looks like the refugees are falling apart, and through the mountain is our best bet. Delrid will wait for the others to weigh in, but Baenor doesn't look too confident.

"If we are lost in a mountain, might as well follow the goods. Someone had to put them there, so it likely leads to the other side..."

OOC: Any chance Delrid knows how to navigate this tunnel?

Addison: Quick, someone aid another on this check to uncover the powers of the ring!

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 27/30 ENLARGED  d20+2=4 ;
Sunday August 7th, 2011 8:47:27 PM

"Heh, looks very... shiny" Bruagh obviously knows little about Spellcraft.

"Look, whatever we do... we can not leave our friends alone to defend themselves. I say they either go with us, or we find a safe place for them and return later. Bruagh extends his arm to Baenor, grasping it. "We'll not leave you your fate."

Aid another: 4 Fail

DM Addison 
Sunday August 7th, 2011 9:21:23 PM

Baenor replies to Braugh, "No. I would not allow the young ones to venture into that MonsterTunnel. But we can definitely dig in here and hold it down until you get back. Just please be quick and don't let greed overcome your sensibility. "

Mr. GoodButtom and Dende use the wheelbarrow to quickly construct a wall, blocking off vision to and from the eastern tunnel (the direction you were going). The western tunnel leads to Deldrid's laboratory.

The Monster Tunnel that Devlin is currently scouting leads north and down at an angle and then twists suddenly up.

Dende says, "We can certainly hold ground here until you return with treasure!"

The usually quiet lad brandishes the hammer in his hand, ready to wield it if need be.


Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+7=24 ; d20+8=24 ; d6=5 ;
Sunday August 7th, 2011 10:36:39 PM

Not having her Detect Magic cantrip at hand, Tahni is unable to identify the items herself, but does offer her input to Delrid. "Master Delrid, did you notice those crosses by the shield on the ring?" (Aid Another in Identifying the Ring: 24 = Success)

"Thankyou Baenor. We will return as swiftly as possible. Though should nightfall come and we have not returned, you must continue on without us - for your own safety" Tahni advises the old dwarf. She ensures all of the refugees canteens are full, and leaves whatever mushrooms have been found with them.

Tahni then does 1 last healing burst before the adventurers head out (Everyone healed for 5pts)

======

Tahni stays as alert as she can in the darkness (Perception: 24). "Which way now?" she whispers as the party reaches the fork.

======

OOC: Unless otherwise claimed or stated, I will throw all of the unidentified objects in Tahni's pack for later.

========================
Spells Currently in effect: None
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Bless, Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2



Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d6=2 ;
Monday August 8th, 2011 9:42:07 AM

OOC: The 4 Potions that were given by Jerry for recruiting, the only one I would like to hold onto is the Calm Animals, to replace the Red Strip of cloth I used on the bear lol. Will someone else take the Summon Swarm, Summon Natures Ally III and Charm Animal.

Bruagh looks at each of the doors. "I say we just go straight."

Bruagh keeps his weapon at the ready. "Boomy if you are still injured, I can use heal your wounds a bit. Also, I you want, I'll take the front this time and you the rear. I'll leave it to you. I just want to make sure you are whole if you are going to take point again. Err, sorry, no pun intended."

If Needed: Lay on Hands for Boomy. 2hp

Boomy HP 19/20 AC 17/17/16 
Monday August 8th, 2011 12:32:55 PM

Bah, I'm fine. Healthy enough for now thanks to Tahni. Perhaps another could use it. As for the refugees, this might be of some use. Boomy pulls out a metal triangle and places it on the ground. When activated it will cast Alarm and will let the group know if an intruder passes by. If the group is interested he will activate it to give and audible alarm (or silent if someone objects) and tell everyone the password (Forged).

DM Addison 
Monday August 8th, 2011 1:09:47 PM

With Tahni's help, Deldrid successfully identifies the ring to be a Ring of Force Shield.
Putting the ring on your finger and activating it evokes a semi-translucent disk that moves with the ring, much like a shield. Yet it is weightless and encumberence free.

By straight you mean Door #2? The one previously explored by the Goblins and the Grick gave chase from?

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Monday August 8th, 2011 8:09:14 PM

Delrid agrees with Bruagh; perhaps a way through can be established in conjunction with monster clearing and loot collecting.

Door #2 for Delrid

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Monday August 8th, 2011 11:35:42 PM

I would like to scout the tunnel on the right. I am small and quiet. It could lead us out of here. No reason to put all our hopes on one route.

Boomy HP 19/20 AC 17/17/16 
Tuesday August 9th, 2011 8:57:40 AM

Boomy is fine with door #2.

Boomy HP 19/20 AC 17/17/16 
Tuesday August 9th, 2011 3:09:33 PM

Boomy listen's to Sam's suggestion, but is hesitant on the idea. The last thing we want is to alert multiple enemies and become surrounded. At least we can see what is coming from this direction and know that only one monster chased the goblin out. I would perfer scouting the tunnels one at a time.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Tuesday August 9th, 2011 3:26:56 PM

"I have to agree with Boomy, Sam, splitting up is a bad idea I'm afraid." Bruagh begins sharpening his axe on his whetstone as he waits a few more moments.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=24 ; d20+8=18 ;
Tuesday August 9th, 2011 10:13:07 PM

Devlin will go with the groups decision and scout the route, keeping ahead of the party.

Stealth = 18
Perception = 24
VS stoneworks and traps 25
VS stonework traps 26

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday August 9th, 2011 10:28:05 PM

ooc-I am an idiot! Sam can't see without the torch. It is hard to stealth while carrying a giant bacon that screams "I'm right here".

I guess you guys are right. If I got in a bad situation, I'd be in trouble. I have no weapon to fight back with. I will go with the group.

Boomy HP 19/20 AC 17/17/16 
Tuesday August 9th, 2011 10:38:24 PM

Ooc: you have bacon?

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Tuesday August 9th, 2011 10:46:03 PM

OOC: lol :) Hey, don't knock giant screaming bacon - it would probably serve as a good distraction or even bait

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday August 9th, 2011 11:16:34 PM

Hey Sam that ring might be a good one for you to use. No weight to wear you down and will keep your hands free for all your writing and stuff.

OOC: Screw bait Devlin would give his left nu.......knuckle for some bacon right about now.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday August 10th, 2011 1:17:55 AM

ooc-...beacon...You guys are draining the life out of me...I was making fun of how dumb I was and managed to get everyone poking fun at me for it! Bacon does sound good though :P

That ring would prove quite useful. As long as no one else in the group needs it, I would be grateful to have it.

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21  d20+9=26 ; d20+9=17 ; d20+9=21 ; d20+9=20 ; d20+9=26 ;
Wednesday August 10th, 2011 9:14:37 AM

1 Really Nice Longsword, with elvish writing. Detect Magic + Spellcraft Check: 26
1 Shiny light weight suit of chainmail. Detect Magic + Spellcraft Check: 17
1 shiny light buckler Detect Magic + Spellcraft Check: 21
1 ring, inscribed with an insignia of a shield and 3 crosses. Ring of Force Shield
1 jeweled scepter Detect Magic + Spellcraft Check: 20
1 heavy thick metal-plated helmet Detect Magic + Spellcraft Check: 26

Delrid sifts through the rest of the items, utilizing spellcraft checks to ascertain what he can about their properties. He calls out, "Tahni, I need your discerning eye again. What is your opinion of these items?"

Reluctantly he calls to Sam, "This ring could suit you well, but it will cost you. Do you have any ideas about the purpose of these items? I think your people are an inquisitive lot, perhaps you could help me?

The group can hear a hint of shame as he asks the gnome for assistance.

-------------
OOC: Request "Aid Another" for spellcraft checks from both Tahni and Sam. Any others with spellcraft are welcome to chip in. Knowing what these items can do will only help in our next adventure.

I also propose we have a standard procedure any time we encounter new items:
1) Delrid casts Detect Magic + Spellcraft
2) Any other casters "Aid Another"
3) Disseminate swag ASAP

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=10 ; d20+8=19 ; d20+8=15 ; d20+8=10 ; d20+8=25 ;
Wednesday August 10th, 2011 9:32:57 AM

OOC: Spellcraft checks to Aid Another. All beat DC10. +2 to all of Delrid's identifies.

In terms of the loot share, the practice we had been going with to date was for someone to identify them asap, and to hand them to whoever either wanted them or could best use it. For things that people weren't using or just planned to sell, I've kept a running list in Tahni's pack. Pretty much what you described there Delrid.

Given Delrid has the higher spellcraft score, it makes sense for him to be the primary "identifier" and for Tahni and whoever else to try and Aid him


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Wednesday August 10th, 2011 2:19:30 PM

OOC: Bruagh is personally rather curious to see what that helmet is...

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Wednesday August 10th, 2011 2:29:26 PM

OOC: Transgender Helm of Confusion - Each moon cycle causes the wearer to switch genders, with complete physical and psychological conviction. Boosts charisma based skill checks +6 when interacting with members of the SAME gender. Strong enchantment 12,000 gp base price

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Wednesday August 10th, 2011 11:13:12 PM

I wish I could help you Delrid, but I am not well versed in the ways of magical items. I have spent most of my days entertaining, writing, and dabbling in alchemy.

Sam looks at the ring. His mood and tone change to one with a combination of rejection and sour grapes. If you want the ring Delrid, keep it for yourself. I have gone this far in life without magical items and can do fine without them now. I am not here for riches and magical trinkets. My purpose goes much deeper than that.

DM Addison 
Thursday August 11th, 2011 12:08:04 AM

Sam decides to stick with the group, knowing that a screaming bacon torch would raise attention to all denizens of the cave. lol

Deldrid takes time to inspect each piece of equipment found in the wagon.

Frost Longsword +1 (1d6 cold damage) Inscription in elven Highlight to display spoiler: {: "Winter's Touch freezes heart and soul. Gift to Sir Roderick of Calmar"}
The Fine suit of Chainmail and the Light Buckler are both clearly not made of mundane iron... but in fact Mithril!
They both have a blue aura of abjuration, and you can tell the Buckler is Mithril Buckler +1, and the auras are so similar you can conclude the Mithril Chainmail +1 too.
The Scepter's jewels seem to concentrate magical energy to a singular point. You think that it can hold a spell that can be released later. How much magical power it holds? You can't quite tell.
The Helm of Fortification 25% is heavily plated to help avoid critical hits and sneak attacks.

Meanwhile, Devlin and the small Goblin continue scouting ahead. The cave is obviously not formed by humanoid working hands. The tunnels go up and down, and suddenly change in width.

You two enter a large room that seems to have been recently ransacked, the Goblin points to a pile of bones and says, "See, dead heroes. We moved corpses and found what the Wizard is looking through." A trail of gold coins comes from the pile and leads down to the

Then on the north side of the cave, you see some odd purple fungus growing, causing an odd illumination. Below the fungus is a small tunnel. The Goblin says, "That's where the Grick came from. There might be more bodies in its lair. But I'm not going in there! There might be a whole family of Gricks waiting for us!"

(OOC: The best way i've found to handle equipment is to think of this like your playing Baldur's Gate. Whoever can make best use of the item should get it for the overall good of the party. If two players can use it, don't ever be afraid to accept and claim or trade items)

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20=10 ;
Thursday August 11th, 2011 4:16:05 AM

Hey Boomy! You should probably wear this... protect that ugly melon of yours." Bruagh holds up the the helmet. "Of course, It won't exactly protect your innards."

Bruagh looks around a moment his axe freshly sharpened. "I'll take point... if a Grick does happen buy again, someone toss me one of them magic swords."

Addison: So, you want to go into the Purple-Fungus tunnel??

Zach" There is a small tunnel below the fungus... right? If it is big enough for us... that works right?

Addison: Yeah, you can fit, its a bit of a squeeze though and you may have to go hands-and-knees as it gets really tight. Remember a worm-like creature lived here recently.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=17 ;
Thursday August 11th, 2011 4:56:05 AM

Tahni moves over to the pile of bones. Kneeling on one knee, she says a quiet prayer for those that fell here. "May your souls have found peace in the next world" she concludes, touching her holy symbol. Though this is not the time or place for a proper burial, she is satisfied that she has done the right thing. "I must remind myself that there will be many corpses in the Scab, and I won't be able to bury all of them"

With her holy duty done, she makes sure the goblins did not miss anything in their scavenging (Perception: 17) picks up whatever gold coins are nearby, and then falls in line to continue onwards.

Boomy HP 19/20 AC 17/17/16 
Thursday August 11th, 2011 5:59:36 PM

Boomy looks briefly down at his stomach and then up at the helmet with an insulted look, the helmet reminding him of the training pads used back at the monastery. Thanks, but I'm really not one for such things. Pain is a teacher and if I can't beat my enemy then I need to improve my skills and learn to work through the pain, not hide behind a sheet of metal.

Boomy moves behind Braugh and draws his guirsame, prepared to back him up in the tunnel.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=16 ; d20+6=16 ; d20+8=15 ;
Thursday August 11th, 2011 11:48:35 PM

Devlin will Help Tahni search for any remaining treasure and than take up a position hidden the the shadows while the tunnel is searched. Be safe up front and just take the longsword with you, its best served in your hands anyway. If it goes in far enough Devlin will bring up the rearguard keeping an eye behind him.

Aid Tahni's perception = 16 success (+2 to tahni)
Perception while on watch = 16
Stealth = 15

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday August 12th, 2011 12:34:14 AM

Sam follows quietly behind Boomy with his torch in hand. He wonders how the refugees will fare without the protection of the group. Then he realizes that he has some writing to do to catch up to the events that are now unfolding.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Friday August 12th, 2011 7:09:12 AM

Bruagh contemplates his weapon choice. His trusty Waraxe he crafted himself, or the new magical longsword which, can at least penetrate the hide of a Grick. "Bah, I guess I'll use it, at least until we are clear o' these tunnels."

OOC: I may not be able to post until Tuesday. Ben, Matt, Rob, one of you please post for me while I'm gone? If not, Addison, feel free to DM NPC me until I do get back to some interwebs.

Boomy HP 19/20 AC 17/17/16 
Friday August 12th, 2011 9:32:42 AM

Boomy passes him the magical sword, glad that someone in the group can put it to good use and even happier that it is not being wielded by someone wishing to turn him into a walking scabbard.

DM Addison 
Friday August 12th, 2011 10:51:22 PM



Tahni chants a light prayer for the dead, her voice bouncing off the walls ever so lightly. Her and Devlin search the room and see that the goblins must have pulled the equipment right out of the bone piles. You can even see the hand missing the finger whose ring Deldrid currently wares.

Everything overtly shiny and valuable has been removed. Though in the panic of fleeing from the Grick, many a coin were strewn upon the black rocky tunnel floor.

Braugh accepts the sword and takes point, ducking low under the fuzzy moss-like purple fungus, followed shortly thereafter by Boomy and Sam.

As you crouch lower, your shoulders and heads brush against the soft furry mushrooms, Braugh and Boomy please roll DC 15 fortitude save or become excessively itchy as the spores try to pollenate you! Its like a mild poison effect that gives -1 to all skill checks, attack rolls, concentration, you name it.

As Sam passes under the fuzzy purpleness, his torch burns away the fungus with a sizzling pop! It retreats from his fire and he gets no spores on him.

(Map coming soon. =)



Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday August 12th, 2011 11:00:41 PM

Sam sees the mushrooms burning from the fire and does his best to clear a path with the torch. Hey Boomy. Let me take the lead. I can blaze a trail through any more of these mushrooms.

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21 
Sunday August 14th, 2011 1:02:27 AM

OOC: Delrid doesn't want to wear or use or carry any of the magic items we find. He would prefer to strictly create them for himself. It's part of his theme...

Sam, it makes sense for you or Boomy to have the ring.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=15 ;
Sunday August 14th, 2011 9:44:13 AM

Tahni stays in formation near the rear of the party. She remains alert in the darkness, wary of another grick attack (Perception: 15)

========================
Spells Currently in effect: None
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Bless, Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2

Braugh Stormbringer  d20+11=22 ; d20=11 ;
Sunday August 14th, 2011 11:32:25 AM

Braugh easily shakes off the effects of the spores. No Sam stay in the back, a little fungus wont take this Dwarf down. Holding his shield before him the paladin presses on into the tunnel wary of any threat.

Fort save = 22
Perception = 11

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=22 ;
Sunday August 14th, 2011 11:34:35 AM

Devlin will protect the rear of the line constantly wary of anything sneaking up from behind. He keeps the goblin in front of him so the little creature can't run off.

Perception = 22

Boomy HP 19/20 AC 17/17/16  d20+6=22 ; d20+9=12 ; d20+4=21 ; d20+9=14 ;
Sunday August 14th, 2011 11:41:29 AM

Boomy also fights off the effects of the poison and continues to march forward. It'll take more than a bit of moss to slow me down. Besides, I want to keep a few blades up front.

Fort Save = 22
Perception = 12
Perception for traps = 14
Survival = 21

DM Addison 
Sunday August 14th, 2011 12:36:50 PM

By the way, the map of what has been explored looks something like this

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Monday August 15th, 2011 11:14:20 PM

OOC: Checking in.....

DM Addison 
Monday August 15th, 2011 11:48:16 PM

Braugh and Boomy are unaffected by the itchy spores and the group continues on, Sam's torch burning away the feathery fungus for the group behind him .

The smell of burnt shrooms fills the halls. Boomy's survival skills remind him that this fungus is known as Aspergillus pictium, it commonly grows where the smell of corpse lingers in the air for long periods of time.

Then, you hear an echo in the direction you are traveling. It is far away still, and it is not a discernible voice, but rather a series of squeeks followed by a large growl and a loud chomping noise.

You walk and the tunnel suddenly turns down at a steep angle.
The floor is slippery and wet, as more fungi line the path down to the sounds. This may take some acrobatics DC 14ish to navigate successfully. Its at least a 8 foot 50ish degree angle climb. Miss the DCs and fall for 1d6 damage.
Getting down may be hard, but getting back up will be quite the challenge.

Ahead, the high pitched squeeks get more frantic and the chomp continues viscously.

(OOC: Sorry guys, map is still being worked on.)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=24 ;
Tuesday August 16th, 2011 12:26:45 AM

Devlin pulls out his rope and looks for a good place to anchor it at the top of the incline, a stalagmite or rock protrusion will work. He will than feed the line down the incline to allow an more surefooted time down and back up. When its his turn he easily slides down the decline on his feet.

Actions:
Tie rope to rocks
Slide down the incline acrobatics = 24

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20=19 ; d20+8=16 ; d20+5=13 ;
Tuesday August 16th, 2011 12:42:54 AM

The sudden decline is tricky, though Tahni shows uncharacteristic balance (Acrobatic check vs DC14: 19. Phew! Pass). She grins to herself, proud not to have fallen and slid into the back of everyone in front of her.

"What name do you go by, goblin?" Tahni asks, watching the creature in front of her. This is the first time she has met a goblin, and is quite curious about these creatures that have pained her race over so much time.

(Perception: 16. Survival to look for any mushrooms along the way: 13)

Boomy HP 16/20 AC 17/17/16  d20+7=9 ; d6=3 ;
Tuesday August 16th, 2011 3:10:42 PM

Boomy also anchors a rope to assist him and the others in going up and down, unfortunately this makes little difference. His almost instantly loses his footing and begins to slide.

Sam -- 19/15/15 -- CMD 12 -- HP 9/15  d20+3=4 ; d6=6 ; d6=4 ;
Tuesday August 16th, 2011 9:54:40 PM

ooc-Oops rolled twice for damage. Both d6 rolls matched/beat my d20+3...

Sam does his best to keep his balance on the slippery decline...and fails miserably.

acrobatics=4
damage=6

Delrid AC 16/12/14 -- CMD 12/16 -- HP 21/21  d20+2=5 ; d20+2=16 ; d6=1 ; d20+9=20 ;
Tuesday August 16th, 2011 10:33:18 PM

Delrid attempts to use the ropes during descent. His acrobatics are sloppy at best (5) but hopes the role will save him (16). Should the ropes not help, his Dwarven hardiness will soften the blow (1 damage). Tunnels aren't his favorite.

This tunnel could use some steps! I bet with a pickaxe and some lamps we could turn this place around.

Knowledge Engineering: 20


DM Addison  d20+5=24
Wednesday August 17th, 2011 12:48:35 AM

The goblin says to tahni, "Everyone calls me Toups, my clan-mates were my best friends...."

Devlin finds there are numerous stalagmites to wrap a rope around and fashions a quick guide to scale the slippery hallway

This allows for a DC10 climb or acrobatics to suffice... Boomy, Deldrid and Sam all slip from the ropes and slide down the slope. You are muddy and bruised with little fungi stuck to you clothes and skin, smeared with spores and mess. You sneeze.

This tunnel has been carved by movement of the earth and wild animals. It would take many hammers and nails to make is suitable for dwarven society.

When you look forward, the den glows purple with fluorescent fungi,

and it illuminates a horrible scene taking place:

A gigantic tentacled monster with a horrendous gaping maw is sweeping small mushroom people into its mouth at a rapid rate.
The mushroomfolk run and scream rampidly, the smallest shrooms (children?) are gathered in a corner, weeping.
A few larger mushroom warriors are shooting spores at the monster, to little effect.

Forlorn Tunnels

Please roll Perceptions and Knowledge Dungeoneering.


Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=9 ; d20=16 ;
Wednesday August 17th, 2011 1:50:33 AM

"Ok, what is that?" Tahni asks in disgust. She is so preoccupied with the creature she fails to notice much else (Perception: 9. Knowledge Dungeoneering: 16 - though capped at 10 for an untrained skill)

Knowing things are probably about to get messy, Tahni calls upon Alemi to bless the group (Cast Bless. Every ally within 50ft gets +1 on attack rolls and saves vs fear for the next 10rounds)

========================
Spells Currently in effect: Bless (1/10)
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+7=17 ; d20+6=12 ; d20+3=7 ; d20+3=7 ;
Wednesday August 17th, 2011 2:54:30 AM

Devlin grimaces in disgust at the sight of the foul creature. Almost on instinct he fires at the beast but his shots go wide not even bothering it. I dont know much about these creatures but I believe they are called Otug's or something like that. They like garbage. Devlin reloads and readies his next shot.

Actions:
Fire twice at creature, rolled a 4 twice both miss (ugh)
Perception = 12
Know, dungeoneering = 17

Boomy HP 16/20 AC 17/17/16 
Wednesday August 17th, 2011 5:19:24 PM

Seeing the monster Boomy activates the tattoo on his chest and mutters the words, Yeah, but you should see the other guy. Instantly he is protected by some mage armor and moves 30 ft NE towards the monster.

Sam -- 19/15/15 -- CMD 12 -- HP 9/15  d20+6=24 ; d20+7=27 ;
Wednesday August 17th, 2011 11:01:54 PM

Sam slowly gets up after his horrible fall. I think I broke something! He then picks up his torch and sees the creature.

perception=24!
dungeoneering=27!

Braugh Stormbringer 
Wednesday August 17th, 2011 11:37:49 PM

Braugh moves forward with Boomy and readies his shield. I don't care what it is. It can't be allowed to slaughter those beings.

Actions:
Move forward next to Boomy.

Tahni -- AC14/11/14 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday August 18th, 2011 1:31:56 AM

OOC: Loot list updated to include treasure from the Grick earlier. Please let me know if anything is missing.

Also, anyone mind if Tahni takes the mithral buckler?


Sam -- 19/15/15 -- CMD 12 -- HP 9/15 
Thursday August 18th, 2011 8:53:36 AM

ooc- Have it Tahni. I DO want the ring if no one else needs it. AC 21 would be nice!

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20+9=17 ; d8+4=8 ; d6=2 ;
Thursday August 18th, 2011 10:26:54 AM

OOC: I'm back all! Tahni, take the buckler... we insist. Sam take the ring. On the loot, we are missing some potions that Jerry gave us... namely the very first pack we were given off of the Druid list. I believe it was Calm Animals, Charm Animal, Summon Swarm, Summon Natures Ally III. I'll double check. Of those, Bruagh would like Calm Animals to replace his red cloth. Actually, would the DM be opposed to me using the potion to refill the red cloth which was a lotto item that functioned as a Calm Animals potion? It's what I used on the bear in the cave.

I also, just realized that I have been shorting myself on AC by 1 for almost 8 months. I was listing my Adamantine Breastplate as having an AC bonus of +5 instead of +6. It's been corrected.


Bruagh charges the creature and attempts to bury the longsword up to hits hilt in the creatures mouth.

Hit AC 17
Damage: 8 Slashing, 2 Frost
At -2 AC for Charging.

Boomy HP 16/20 AC 17/17/16 
Thursday August 18th, 2011 10:29:16 AM

ooc: I also have the Aura ring if anyone wants / needs it.

Tahni -- AC15/11/15 -- CMD 10 -- HP 13/13 -- Familiar: Daya 
Thursday August 18th, 2011 2:27:51 PM

OOC: Thanks guys. Updated AC with the Mithral Buckler

DM Addison  d20+3=18 ; d20+3=21 ; d6+2=3 ; d6+2=8 ; d20+13=14 ; d20+2=13 ; d20+2=17 ; d20+2=21 ; d4+1=4 ; d4=3 ; d4=2 ;
Thursday August 18th, 2011 11:31:07 PM

Tahni is quite surprised, but knows the best way to react is to prepare! Her bless spreads across the group, empowering your hands with holy light.

As Devlin fires his crossbows, clanging to the walls behind, Braugh runs across the cavern, the tiny mushroom people gasping and backing away, letting you pass. You charge the giant mouthed creature as it chews and holds a screaming mushroom baby in a tentacle.

You sink your blade to the haft into the creature, and it shrieks in horror of actually being hurt! Foul-smelling black ooze spews from the wound, freezing the inner goo.

The creature drops the child in its grasp and flings two tentacles at Braugh, the impact of one powerful slam to his ribs is absorbed by his armor, the second smacks you upside the head. The tentacles begin to wrap around your body, but a few bats from your shield and "get away" slashes, it relents (Hit AC 18 and 21 for 3 and 8, -2 from each with your damage redux for 7dmg total, Naty 1 on the Grab.)

Boomy activates his magical tattoo, summoning plates of transparent armor over his body

Sam ONLY Highlight to display spoiler: {You have heard of these creatures in your many travels and studies of texts, it is an Otyugh, a creature that feeds on decaying matter and trash. Not surprising to find here amongs fungi, also saprophytes.

Also, watchout above! Tentacles!
}

(Miss Deldrid 13, Miss Sam17 thanks to his Perception roll and thus keeping his Dex bonus, and hit Tahni 21)

Tahni suddenly feels a horrific burn on her leg. You jump and look down to see horrific purple vines are wrapping around your leg! You take 4 damage and DC 15 Fort save or take 3 strength damage and 2 con damage! Your skin seems to steam and melt at the touch of the fungal tentacle.

The vines lead to nearby fungi that have been dormant in the corners. They suddenly glow purple with malicious intent.

Otyugh -10hp slashyfreezy

Tunnels of Forlorn Mountain

(yeah, handkerchief calm animal is fine)

Tahni -- AC15/11/15 -- CMD 10 -- HP 9/13 -- Familiar: Daya  d20+4=16 ;
Friday August 19th, 2011 1:19:52 AM

"Bah, rotten vines!" Tahni screams as the tentacle burns at her leg ( Fort Save vs DC15: 16 = Pass)

OOC: Waiting to see where Sam and Boomy move before taking Tahni's actions

========================
Spells Currently in effect: Bless (2/10)
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+3=6 ;
Friday August 19th, 2011 1:41:05 AM

Devlin rolls away from the purple tentacles and fires a shot at the smelly beast. His roll causes his shot to miss by a mile. Fire might be best against that fungus, got more of those vials of liquid fire. He says as he fishes into his backpack for one of the vials he was given.

Actions:
Move to DW,14
Shoot at beast = 6 miss

Delrid AC 16/12/14 -- CMD 12/16 -- HP 20/21  d20+3=18 ; d6+1=4 ;
Friday August 19th, 2011 10:07:00 AM

Delrid takes a defensive posture, not sure what he can do to help the situation. At first glance, the creature looks like it might be resistant to acid, but something is better than nothing.

Delrid activates his acid dart.

Hit touch AC: 18
Acid Damage: 4

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20+7=11 ; d4=2 ; d20+7=19 ; d8+4=12 ; d6=5 ;
Friday August 19th, 2011 11:18:10 AM

Bruagh wants desperately to help the mushroom child but knows landing a killing blow will be more helpful. "Domi guide my blade!!!"

Hero Point Reroll for attack: 19 to hit
Damage: 12 Slashing 5 Cold
Not sure Where the d4 came from.

Boomy HP 16/20 AC 17/17/16  d20+7=21 ; d20+5=18 ; d6+3=5 ;
Friday August 19th, 2011 11:41:45 AM

Boomy runs up the the hideous creature while drawing a siangham and a kama. Tumbling past the creature's tentacles the best he can he moves in and kicks it with all his might.

Actions
--------------------
Tumble to avoid an AoO against Boomy= 21
Draw Kama and Siangham
Hit AC 19 for 5dmg

ooc:I posted last time that I had moved 30 ft NW which would put me at DX/18. Now I should be just to the right of Braugh.

Sam -- 19/15/15 -- CMD 12 -- HP 9/15  d20+3=11 ; d6=6 ;
Friday August 19th, 2011 9:19:41 PM

Sam barely avoids the tentacles. He pulls an alchemist's fire from his pack and throws it at the attacker.

action-step to DT 15
pull out and throw alchemist's fire at square DS 17
to hit=11
6 fire damage (if hits) and 1 to adjacent.



Tahni -- AC15/11/15 -- CMD 10 -- HP 9/13 -- Familiar: Daya  d20+8=20 ;
Friday August 19th, 2011 11:28:42 PM

Having avoiding much of the tentacles sting, Tahni is anxious to put distance between it and herself. As Sam moves and pulls out his alchemist fire, Tahni moves further into the cavern (Move to DV-15).

"I wonder how they feel about bright light" she ponders as she casts Dancing lights directly at the purple mass at DT-11 ,

Now closer to the main battle, she looks to the mushroom people - surveying them for any wounded (New perception check specifically to look for injured/dying 'mushies': 20)

========================
Spells Currently in effect: Bless (2/10)
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2

DM Addison  d20+7=23 ; d8+4=9 ; d20+4=11 ;
Sunday August 21st, 2011 11:04:47 PM

Map Bookmarker

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30 
Monday August 22nd, 2011 12:58:14 PM

OOC: Checking in. *Waves*

Tahni -- AC15/11/15 -- CMD 10 -- HP 9/13 -- Familiar: Daya 
Monday August 22nd, 2011 8:56:29 PM

OOC: Checking in... waves back to Bruagh :)

Sam -- 19/15/15 -- CMD 12 -- HP 9/15 
Monday August 22nd, 2011 9:17:49 PM

OOC-Checking in. *Does "the wave"*

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday August 22nd, 2011 11:41:09 PM

OOC: Check, puts his hands in the air and goes woo!

Delrid AC 16/12/14 -- CMD 12/16 -- HP 20/21 
Tuesday August 23rd, 2011 6:57:10 AM

OOC: I refuse to check in, and waves are for the ocean and baseball games. Is this some kind of game to you guys? (hopefully the answer is yes)

DM Addison  d4=2 ; d3=3 ; d3=3 ; d20=6 ; d6=4 ; d20+4=5 ; d20+4=24 ; d20+4=16 ; d4+1=3 ; d4=2 ; d4=2 ; d4+1=5 ;
Tuesday August 23rd, 2011 2:48:15 PM

(OOC: Sorry for the delay. Internets has been blinking in and out of my house for the past few days.)

As Devlin's bolt goes wide, Boomy and Braugh continue the assault, slashing gaping holes in the Otyugh's abdomen. Deldrid's summoned arrow lands in a wound and sizzles for a bit.

Black ichor-like blood spews everywhere from the wounds caused by Braugh and Boomy, drenching the floor, your arms and armor. You are sticky and icky.
The smell is horrific

The creature roars in defiance, and a rumbling sound is heard coming from its bowels.
With a sudden lurch, the contents of its stomach (rotting meat and black acidic ooze) are projectile-vomited in a 20-foot cone, consuming Boomy and Braugh in a sirroco of pure disgust.
Please make two DC 15 Fort saves vs. Disease. Failure of the first means you are nauseated for 2 rounds. Failure of the second means you take 3 str and 3 dex disease damage today and have a second chance to save tomorow.

Meanwhile, Sam gingerly tosses an alchemist fire on the Violet Fungus closest to him.
The flames spread quickly and the fungus emits a high-pitched wheeeeeeeeerrrrr as it shuffles a few feet away from the flame... feebly (reflex save = 6. fail, takes 10 damage total).

The stalks of the two fungi grow three feet, making the caps a head above yours. Suddenly, a shower of thorn-spores fire from the underside of the caps (the gills), dousing Deldrid, Sam, Tahni, and Devlin in a two attacks! The first one everyone dodges (miss AC 5, nat 1), but the second sprays all four of you with the circular purple thorns that stick to your skin and inject poison (Hit AC 24, nat 20. confirm with 16)
You four take 3 piercing damage (or 8 total damge for Deldrid and Tahni since the 16 confirmed crit), and all four of you please make a DC 15 Fort save vs. Poison or you take 2 points of Str and 2 points of Con damage!!!!

Then, the Mushies unite as a Blue Mushie shouts, "warriors assemble!" and thus four Mushie warriors line up. "Fire!" and four blue-green spores fly from the caps of the warriors and land on the Otyugh to little effect.
Tahni sees that the child Mushie that was once in the Otyugh's claws is still on the ground, not moving.

Otyugh: - 36 hp down.
Violet Fungus 1 - 10hp fire
Violet Fungus 2 - ok

Map of Forlorn Tunnel Caves


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d20+9=29 ; d20+9=19 ; d20+7=14 ; d8+4=7 ; d6=6 ;
Tuesday August 23rd, 2011 3:49:59 PM

Bruagh barely notices the vomit as it covers him... so intent is he on destroying this creature. Wordlessly he continues his assault.

Attack: 14
Damage: 7 Slashing 6 Cold.

Tahni -- AC15/11/15 -- CMD 10 -- HP -3/13 -- Familiar: Daya  d20+4=6 ; d20+4=12 ;
Tuesday August 23rd, 2011 8:33:08 PM

Fort Save vs DC15: 6. Use Hero Point to Reroll. 12 and a +2 racial bonus vs Poison = 14. Missed it by <that> much. 2pts con dmg = additional 4pts HP damage

"Whaaaa ?" Tahni's eyes roll back as the toxins shut her body down. She slumps to the floor, moaning incoherently in an unconscious and dying state.

========================
Spells Currently in effect: Bless (3/10)
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 16/20  d20+3=5 ; d20+5=10 ; d6=4 ;
Tuesday August 23rd, 2011 9:05:47 PM

Devlin winces as the thorns pierce his skin, he feels weakened as the poison makes its way into his bloodstream. He grabs the vial of liquid fire from his bag and throws it at the already scorched mushroom, its contents splashing all over the creature. He hears Tahni fall and swears under his breath. Sam do you have more of the fire? If not help Tahni, if you do throw it and I will help her. Lets focus on one of these things before taking out the other one. He reloads his crossbows and readies himself to act.

Actions:
Get alchemist fire from haversack
Throw at fungus 1 = hit touch AC 10 Dam = 4 (Plus an additional d6 next round unless its passes reflex 15)

Conditions = Poisoned: Str = 9, Con = 10

OOC: Rob C you should only loose 2 hps from the con loss 1 for each level. Right?

Tahni -- AC15/11/15 -- CMD 10 -- HP -3/13 -- Familiar: Daya 
Tuesday August 23rd, 2011 10:51:10 PM

OOC: I wasn't sure myself, so checked the rules:
"Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points".
So as Tahni took a -2 to Con and she is level 2 she loses 4 HP from current and total HP.
Thanks anyway though :)


Sam -- 19/15/15 -- CMD 12 -- HP 9/15  d20+1=5 ; d20+1=15 ; d20+3=11 ; d6=6 ;
Tuesday August 23rd, 2011 10:54:38 PM

Sam winces in pain as the thorns hit his small, frail frame. He pulls out another alchemist's fire and throws it at the vine.

hero point to change save from 5 to 15! Phew!
Steps to DU 15
Pulls out another alchemist's fire and throws it at vine on DT 17.
11 to hit
6 fire damage if it hits



Sam -- 19/15/15 -- CMD 12 -- HP 6/15 
Tuesday August 23rd, 2011 11:36:54 PM

-3 hps

Boomy HP 16/20 AC 17/17/16  d20+6=21 ; d20+6=15 ; d20+3=23 ; d20+3=20 ; d20+4=17 ; d20+4=20 ; d6+3=7 ; d6+3=4 ; d6+3=9 ;
Wednesday August 24th, 2011 1:20:27 AM

Boomy kicks the creature again while bringing his Kama down upon the thing in a flurry of movement and blows. His training at the monastery had long since taught him to ignore any distractions during battle. The only time he ever slipped up was when his master brought the village girl from town up to one of his training sessions...but that is story for another time. Returning to his ready stance, he glances back to see check on how the others are doing.

Actions
~~~~~~~~~~~~
Fort Save 1 = 21, success
Fort Save 2 = 15, success
Hit AC 23 (Confirm Crit = 20) for 7 dmg (11dmg if crit)
Hit AC 17 for 9 dmg

ooc: Is this creature of the Giant Subtype?

Tahni -- AC15/11/15 -- CMD 10 -- HP -3/13 -- Familiar: Daya 
Wednesday August 24th, 2011 6:09:29 AM

OOC Nope. Just plain ol' big and nasty :) Though everyone is still under the effects of the Bless spell, so don't forget to add +1 to your attack rolls

Delrid AC 16/12/14 -- CMD 12/16 -- HP 20/21  d20+7=14 ; d20+5=22 ; d6+1=2 ;
Wednesday August 24th, 2011 7:32:09 AM

Fort save: 14 - Poisoned!

Delrid takes 8 damage and drops another 2 hit points for the con damage, for a total of 10. He looks for a sheltered location (or at least moves perpendicular to the group/beast axis, and fires another dart.

Touch AC = 22 (Bless!)
Acid Damage = 2 (Take that, foul beast! Min damage!)


Delrid AC 16/12/14 -- CMD 12/16 -- HP 10/21 
Wednesday August 24th, 2011 7:33:11 AM

OOC: updated HP

Boomy HP 16/20 AC 17/17/16 
Wednesday August 24th, 2011 10:31:57 AM

Please add +1 to my attack rolls.

DM Addison  d20+4=16 ; d4+1=4 ; d4=2 ; d4=3 ;
Wednesday August 24th, 2011 11:41:00 AM

(OOC: It would make sense to me that if your Con bonus goes from 16 to 14, or +3 to +2, then you should lose 1hp per level? Are you sure the wording you posted doesn't refer to the penalty to your Fort save times your HD? It wouldn't make sense to lose more HP by losing Con then you gain by increasing your Con. So I think Devlin's right.)

Boomy and Braugh, though covered with sick of all kinds, continue the assault on the large Otyugh, A slash from Braugh's sword brings it to the ground. It roars in pain and anger. Then, Boomy jumps in the air and shoves his Kama into the eye-stalk of the aberration, making it flail about wildly, flinging blood all over the cave walls... until it sputters to a halt

The Otyugh is dead.

Meanwhile, Tahni bites the dust as the group is skewered and poisoned by the Violet Fungus behind.

Devlin, and Sam's alchemist fires light one fungus to a blaze, its tendrils flail upwards as it disintegrates to nothingness.

The other Violet Fungus (having been hit by Deldrid's acid), sends three tendrils that wrap around Tahni (Hit AC 16), causing her skin to slough off dramatically, revealing bare bone (4 damage. Do another DC 15 fort save vs poison or take another 2 str and 3 con damage).

It drags her unconscious frame to its awaiting violet fuzzyness...

Then, the Mushroom people, seeing that the Otyugh has been successfully dispatched (though it still stinks), all rush to Tahni's aid, firing small turqoise spores at the Violet Fungus.

Surprisingly, the Violet Fungus's tendrils retreat from the blue-green spore attacks of the Mushies!
They shout in triumph as Tahni is released from its hungry grasp

They shout and point at the last remaining fungus: "Kill it! Kill it!" they say.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 16/20  d8+1=4 ;
Wednesday August 24th, 2011 1:43:54 PM

Devlin rushes to Tahni's side as he fishes a potion of healing from his bag. Cradling her head in one hand he pours the liquid down her throat, some of her wounds begin to heal but the damage is still severe. Braugh we need you over here now! Looking back to Tahni he says Stick with us lass you need ta fight that poison off.

Actions:
Move to Tahni
Use cure Lt. wnds potion = 4 hp healed to Tahni

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 30/30  d6=5 ;
Wednesday August 24th, 2011 2:14:41 PM

Hearing the seriousness in Delvin's voice, Bruagh races towards the creature, when he sees, Tahni's condition he sheathes his sword so as to have a hand to heal her with. "Domi, don't let me be too late!

Bruagh slides between Tahni and the fungus and lets the healing touch of Domi flow through him, hoping it will be enough to stay the hand of death.

Move Action: Get between Tahni and the Fugus
Standard Action: Lay on Hands 5hp to Tahni.



Sam -- 19/15/15 -- CMD 12 -- HP 6/15  d20+4=19 ; d6=1 ;
Wednesday August 24th, 2011 6:02:35 PM

This is my last vial guys! Hopefully it does the trick! Sam pulls out and throws the final vial of alchemist's fire at the surviving foe.

Steps to DT 14
19 to hit (with bless bonus)
1 lousy point of fire damage...

ooc-How do I make more fires? I have the skill, vials, and an alchemist's lab. Do I need to find ingredients?



Boomy HP 16/20 AC 17/17/16  d20+7=18 ; d6+3=7 ;
Wednesday August 24th, 2011 9:24:11 PM

Boomy hears the screaming behind him and looks on in horror as the fungi wraps its tendrils around Tahni. Immediately he charges the fuzzy mass and slashes at it with his Kama.

Hit AC 18 for 7dmg

Tahni -- AC15/11/15 -- CMD 10 -- HP 7/11* -- Familiar: Daya  d20+4=24 ; d6=3 ;
Wednesday August 24th, 2011 9:26:27 PM

OOC: When in doubt, the DM rules are what we go by. Happy to only take 2pts rather than 4pts. That puts her at -1, then a further -4 combined with 9 healing puts her at 4pts

Tahni's poison resistance kicks in, as her body fights off the toxin. (Fort Save vs Poison DC15: 24 - Nat 20. Pass). She groggily comes to "Why is it after every nightmare, I wake to see your face?" she asks Bruagh with a weak smile. The seriousness in his face relays the current situation, and Tahni weakly gets to her feet to stand behind Bruagh. She concentrates on releasing a burst of healing to all nearby (Everyone healed for 3pts)

(Move action to stand up, standard action to heal)

========================
Spells Currently in effect: Bless (4/10), Poisoned (-2Str,-2Con)
Energy Channels: 4-3=1
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20 
Wednesday August 24th, 2011 9:30:23 PM

Devlin mutters under his breath Sure big handsome fighter gets all the credit. He chuckles and winks at Tahni before patting Bruagh on the back.

OOC: It looks like for Con damage you take the penalty to your fortitude save and multiply that by your Hit Dice.

Tahni -- AC15/11/15 -- CMD 10 -- HP 7/11* -- Familiar: Daya 
Wednesday August 24th, 2011 9:37:50 PM

Tahni smiles at Devlin and blushes "My words may have come up more 'gushy' than I intended" she notes to herself

Sam -- 19/15/15 -- CMD 12 -- HP 9/15 
Thursday August 25th, 2011 7:57:25 AM

+3 hp

Boomy HP 16/20 AC 17/17/16 
Thursday August 25th, 2011 8:20:52 AM

ooc: The fungus is still alive, isn't it.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20 
Thursday August 25th, 2011 12:56:09 PM

ooc: As far as we know yes.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 26/30 
Thursday August 25th, 2011 2:52:43 PM

HP Updated from earlier.

Tahni -- AC15/11/15 -- CMD 10 -- HP 7/11* -- Familiar: Daya 
Thursday August 25th, 2011 8:50:52 PM

checking in...

DM Addison  d20=15 ; d20+4=17 ; d4+1=5 ; d4=2 ; d4=1 ;
Friday August 26th, 2011 10:21:31 AM

(OOC: According to the Craft Skill, you have to roll an alchemist check and multiply that by the DC 20 and hope the result is more than 200, which is the cost of an Alchemist fire in SilverP. So that just means you need to roll a 10 to make one in a week. If you roll a 20, then you make one in half a week. More = less time. I'm not too worried about components right now, lets just say you have enough in your Alchemist' kit to make a half dozen or so before you need to restock.)

Boomy slashes at the fungus, cutting a slice of the cap off and it flops to the ground, just as Sam tosses another Alchemist fire on the thing (Reflex save = 15), to which it moves out of the way, just barely getting burned.

It continues to flail its tendrils at Boomy, hitting AC 17 for 5 damage and DC 15 fort save or be poisoned for 2str and 1con damage.

Meanwhile, Devlin and Braugh administer some much needed first aid to the party punching bag, er. I mean cleric.

The Mushroom Warriors all surround the Violet Fungus and begin shooting all sorts of spores at it, that surprisingly makes the fungus shake in self-defense.
You also see the Mushie children start to go near the Otyugh corpse and... play? with it? What are they doing? Sticking their hands in its wounds? Knowledge Nature DC 15 Highlight to display spoiler: {They are saphrophytes and thus feed by breaking down decaying matter... corpses decay}

If you kill that last fungus next round, then you all get 1200EXP for 'Saving the Mushies'. Please put this on your character sheet with the description. Enjoy leveling up over the weekend!


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 16/20 -- HP 26/30  d20+9=23 ; d8+4=5 ; d6=1 ;
Friday August 26th, 2011 12:23:53 PM

Bruagh smiles a warm smile, when he hears Tahni's words. He could care less how gushy she sounds, at least she is speaking.

And just as quickly his warm smile fades and anger bordering on rage takes over. He turns and assaults the last fungus with reckless abandon.

Attack: 23
Damage: 5 Slashing, 1 Cold = Minimum Damage.



Boomy HP 16/20 AC 17/17/16  d20+6=7 ;
Friday August 26th, 2011 2:37:19 PM

ooc: Do I need to make a fort save if it didn't beat my AC?

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Friday August 26th, 2011 4:30:07 PM

Updating Header and CS is now level 3. Everyone please note you get +4 to Will Saves vs. Fear if within 10ft of Bruagh.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20  d20+2=19 ; d20+2=12 ; d8=4 ; d8=5 ; d20+6=25 ;
Saturday August 27th, 2011 12:58:31 AM

Seeing that Tahni is ok, Devlin fires his crossbows into the fungus. One of the bolt slides into its stalk. He deftly reloads and scans the surroundings for any other threats. Seeing what the little creatures are doing he grimaces. Not sure what that's all about.

Actions:
Full attack: Fire at Fungus =
First Shot, 15 (19-4 for firing into melee) Dam = 4
Second Shot, 8 (12-4)
Reload
Perception = 25


Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 27/28 
Saturday August 27th, 2011 1:22:04 AM

OOC: sheet updated

Tahni -- AC15/11/15 -- CMD 10 -- HP 10/11* -- Familiar: Daya  d6=3 ;
Saturday August 27th, 2011 11:08:43 PM

Tahni will hold her ground behind Bruagh. Once the fungus is truly dead, she will position herself between the party and the downed 'mushie' and release her final wave of healing (Everyone healed for 3pts)

========================
Spells Currently in effect: Bless (5/10), Poisoned (-2Str,-2Con)
Energy Channels: 4-4=0
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2

Boomy HP 16/20 AC 17/17/16  d20+5=16 ; d3=2 ; d20+5=6 ; d6+3=5 ; d6+3=5 ; d20+7=14 ;
Monday August 29th, 2011 8:36:52 AM

Boommy strikes back at the plant, kicking the tendril that lashed out at him. As his foot connects he twists his him and does a barrel roll mid air, bringing his second foot flying towards the fungi at amazing speed. Although the flip is impressive looking, it would have been more impressive had the second attack actually connected. (missed with a natural 1)

Actions
---------------
Atk with flurry of blows.
Hit AC 16 for 5 dmg.
Acrobatics for flip = 14
Hit AC 6 (miss with a natural 1)

DM Addison 
Monday August 29th, 2011 11:36:57 AM

(OOC: To Boomy - I thought your AC was 17. Or do ties go to the defender?)

The fungus is quickly dispatched via sword, bolt, and roundhouse to wheel kick combo...
Tahni heals everyone.

The Mushies all go "Ooooooooooooo" as the white healing light waffs over them.

One Blueish mushroom person walks up to you and says, "You have saved us from our natural competitor and predator! Food is scarce for those who decay matter, and now we shall recycle the flesh." He points to the young ones absorbing the abberation slowly.

Then he sees that Tahni's veins are turning purple from the poison and says, "Come, the Violetta toxins seem to react badly to your blood system."

He then takes Tahni by the hand and brings her over to a little pool of blue slime... is it... moving? He says, "Here, taste him and you shall be cured." ..... him?

A group of Mushie warriors approach the rest of the heroes and address Braugh, "How did you happen across our struggle? Why did you save us? And how can we repay you?"

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20+7=27 ; d20+4=24 ; d20+5=19 ;
Monday August 29th, 2011 1:59:33 PM

Bruagh puts the longsword away, sheathing it at his side. He snaps the shield in place on his back, and checks to make sure his war axe is in reach with the handle sticking out from under his shield.

"I'm Bruagh Stormbringer. My friends and I are but weary travelers. Of late we have done little more than run for our lives. We ventured into these tunnels hoping to find trade goods, food, and other items of worth. We saw you in battle and decided it was the right thing to help you. We require no payment, but if you had any food to spare, we would accept it graciously. And what are your names? What are your people called? What is 'him'?"

Bruagh keeps a curious eye on all of the "mushies" hoping to gleem any information he can from their body language.

Diplomacy: 27 (Natural 20)
Sense Motive: 24 (Natural 20 again)
Spellcraft: 19 on the blue slime


Boomy HP 16/20 AC 17/17/16 
Monday August 29th, 2011 2:05:54 PM

ooc: 17 was my AC before Mage Armor was cast.

Sam -- 19/15/15 -- CMD 12 -- HP 12/15 
Monday August 29th, 2011 5:39:04 PM

+3 hp

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+7=15 ;
Monday August 29th, 2011 5:43:27 PM

Though not as bad as Tahni Devlin can feel the poison in his veins as well. Lass if ya want I can taste the liquid first. You need it more than I do though so I don't want to take any away from you. Whatever her decision Devlin will take a drink? of the slime. Already dreading what it might taste like he makes an odd face as he takes a swallow. Once he is feeling better he will observe his surroundings and the strange fungus men.

Perception = 15

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/21* -- Familiar: Daya  d20+10=19 ; d20+9=17 ;
Monday August 29th, 2011 9:52:28 PM

"Thanks Devlin, but I'm willing to brave it if you are"

Tahni still feels a little light headed. "Uh, did you say him?" she reaches out a finger to touch the slime then proceeds to lick her finger. If she doesn't feel any worse - taste aside - she will try more. "Thankyou"

Perception: 19 - including looking over the otyugh carcass for anything valuable it may have swallowed
Profession (Herbalist): 17 - curious as to whether any of the poison/fungus could be stored for later use

OOC: Levelled up to 3. Took the Toughness feat :)


Sam -- 19/15/15 -- CMD 12 -- HP 12/15 
Monday August 29th, 2011 11:19:51 PM

OOC- Leveled up to 3.

Sam walks over to Tahni and watches her sample the slime. He waits for her to finish and taps her on the shoulder. In a quiet, shy voice Hey Tahni...I was wondering if anyone was going to take that ring. I sure could use it if no one else wants it. I'll do what I can to pay the group back if I can have it.

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/21* -- Familiar: Daya 
Tuesday August 30th, 2011 12:12:13 AM

"Sam, you travel and fight with us, and any rewards are split equally. Please take it, I insist"

OOC: I'm assuming we're talking about the Ring of Force Shield? I thought Sam actually had it, but rereading the posts I guess he didn't

Boomy HP 16/20 AC 17/17/16  d20+9=19 ;
Tuesday August 30th, 2011 9:00:11 AM

As the others deal with the poison Boomy searches for any treasure that may have been lost or spilled.
Perception = 19

(Still working on my C.S.)

Sam -- 20/15/16 -- CMD 12 -- HP 12/15 
Tuesday August 30th, 2011 9:12:25 AM

Thanks Tahni. I will use it to benefit the group. Sam puts the ring on his finger and activates the shield. He stares at the ring and is amazed by its power. He rubs the ring as the shield glows in front of it. He thinks of a name for it...Precious. Sam throws his masterwork wooden shield on the ground.



Sam -- 20/15/16 -- CMD 12 -- HP 12/15 
Tuesday August 30th, 2011 9:25:15 AM

ooc-Sam can assist skill checks (+2) with his bard song. Let me know when you need the bonus before rolling.

Sam -- 20/15/16 -- CMD 12 -- HP 12/22 
Tuesday August 30th, 2011 1:41:03 PM

ooc-For ease of posting, feel free to declare my usage of the "Inspire Competence" song outside of combat situations. You will get a +2 bonus to skill checks that are practical (not stealth for instance). I get quite a few rounds of bard songs/day and as you might have noticed, have not found good use for it yet. Don't ask, just use it!

Addison: Sam, you rock. You get DM favor points for stating this plan. =)

Sam -- 20/15/16 -- CMD 12 -- HP 12/22 
Tuesday August 30th, 2011 5:51:10 PM

ooc-Hopefully that DM favor translates to a NPC excited about buying a literary work of Sam's for 50 gp, so he can start his prestige class at level 6. Maybe someone important and/or wealthy needs a speech or poem written. ;)

Addison: Oh? What prestige class are you going for? Anything that makes you more unique makes this game more fun for us all!

DM Addison 
Tuesday August 30th, 2011 5:54:37 PM

Tahni inspects the blue-green liquid-like material that is pulsating in the cracks of the rock.
It is something you have never seen before, yet you bravely dip a finger and take a lick.
Immediately, you taste something metallic spread across your tongue.

Everyone except for Tahni Highlight to display spoiler: {Her tongue turns turquoise. It's funny}

Tahni, you also feel your blood begin to flow normally as the stinging pain subsides from your veins. (You recover 1 point of Str and Con damage per hour). You are unsure if it can be bottled for later use, but it's certainly worth a try! You do know that the Violetta poison can certainly be extracted and synthesized into a viscous poison, though it may be dangerous.

The Mushroom King motions for Devlin to take a bite as well and he says in reply to Braugh, "We have not spoken the common tongue in many years. Last time, the Gnomes called us Teliophores I believe. Though you can call us whatever you want. Usually we communicate through subtle olfactory movements."

Then he points to the blue-green liquid, smiles broadly, and says, "This is Panaceae. He can't speak common, but he flows in the cracks, absorbing what we cannot. He's our friend."

You all search the quickly decaying corpse of the Otyugh only to see disgusting ichor as the creature melts... no loot among innards. (OOC: Some adventures yield high loot while others high exp)

The Teliophore King looks a bit confused for a moment and says, "Food? Well. Why don't you just absorb some of the Otyugh corpse?"

You look over and see the little Teliolings having a great time jumping into the corpse, shaking their bodies, and then hopping out looking like they just ate a large meal. Ew...

Then the Teliophore King snaps his fungus-fingers and smiles, "Oh wait! I think I have something!"
He then signals his warriors, who in turn run full speed into a 1foot diameter tunnel.

A minute later, the Teliowarriors return, holding above their heads a patch of... green moss?

The King says, "We have noticed many mole-like mammals feasting on this from time to time. Maybe your bodies would find it nutritious as well?'

Your herbalism skill reveals that this is in fact a highly edible moss that grows vivid green. There is even an old recipe for Moss Soup that is to-die for. Though the proper spices may be hard to obtain.
The Teliowarriors run back and forth in and out of the tiny tunnel about 6 times, plopping more and more moss on the ground. Before long, there seems to be several wheel-barrows worth lying there.
This could feed the refugees for at least a week!


Sam -- 20/15/16 -- CMD 12 -- HP 12/22 
Tuesday August 30th, 2011 6:13:21 PM

To the Teliophore King Can you help us navigate these tunnels? We need to find the gnome village on the other side of the mountain.

ooc-Just realized Pathfinder Chronicler is not a prestige class available...Now I really need DM favor points!

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/22* -- Familiar: Daya  d20+10=24 ;
Tuesday August 30th, 2011 7:56:51 PM

"Thankyou. Though the taste is ... unusual ... I do feel better" Tahni says with a smile toward the Teliophore King. She then looks to see if there are any wounded 'mushies' that she might be able to assist (Heal: 24). Tahni conveys her knowledge of the moss to the party. The refugees will have full stomachs tonight!

"Are these tunnels always so dangerous?" she asks.

========================
Spells Currently in effect: Bless (6/10), Poisoned (-1Str,-1Con for 1hr)
Energy Channels: 4-4=0
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/22* -- Familiar: Daya 
Tuesday August 30th, 2011 8:07:57 PM

OOC: Sam - hey yeah - just noticed that too. Though have a look at some of the Bard APG variants. The Bard (Archivist) might suit you. You might also consider the Horizon Walker. You could also head over to the rules forum and ask the question why it isn't allowed - maybe you could argue for it to be allowed as part of the APG conversion? :)


Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+10=12 ; d20+7=24
Tuesday August 30th, 2011 9:05:34 PM

Devlin will taste the Panaceae. He instantly feels the effects of the poison lessen.

Well we got food, if the Teliophores know a good path through the tunnels it would be appreciated. I say we head back to the refugees and rest. We all look terrible and I could use a nap myself. We should be able to fill our packs with the fungus and not need to make more than one trip. Devlin helps gater up the moss and greets a few of the fungus people. He even does a few juggling tricks with some glowing fungus for the little ones. Before they leave a thought comes to him. Tahni, do you think that the Panaceae might help Miss Cloverdale?

Ummmm has anyone seen the goblin? Devlin looks around the room to see if the creature is hiding in it.

Sleight of hand to entertain the little fungi = 12

Perception = 24

Boomy HP 16/20 AC 17/17/16 
Tuesday August 30th, 2011 9:31:16 PM

While the others talk Boomy speaks privately with a few of the mushies, informing them where they buried the goblins. Although he respects the dead, he views goblins as sub-human (dwarf?) and isn't bothered by the thought of their bodies being eater and figures it will help the mushies and repay them for the moss. Some of our group would be bothered by your digging the corpses up while we are here, so if you could wait until we have left it would be much appreciated.

Sam -- 20/15/16 -- CMD 12 -- HP 12/22 
Tuesday August 30th, 2011 9:44:08 PM

ooc-Thanks for the advice Tahni. Not really interested in the other options though. I don't see what the big deal is with the chronicler. He gets more support abilities. The bard is actually much tougher at the same levels. He can kill someone by singing at about DC 24-25 by level 20.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Wednesday August 31st, 2011 11:30:43 AM

Bruagh snickers at Tahni's new look. "That's a good color for you. Really brings out your eyes."

He waits anxiously hoping to hear how dangerous the tunnels usually are as well as something of the gnome community.

DM Addison 
Wednesday August 31st, 2011 6:14:05 PM

(OOC: Sam - I really like the Pathfinder Chronicler PrC. I have no clue why its not to be included in the Wold. maybe because Jerry wanted to make a Wold Chronicler PrC that is more campaign-specific?)

Tahni looks at the injured Teliophores and she quickly sees that they are regenerating by feasting on the Otyugh corpse. They seem happy and healthy.

As you graciously scoop the moss into your packs, you say where to find goblin corpses (though you couldn't have burried them in this stone without some serious excavation skills), and then you ask about friendly Gnomes and how to reach them.

The Telio-King replies, "Well, about six germinations ago, we met a group of travelling Gnomes that were suffering from the itchy spores. We decided to soothe their scratching with our own counter-spores. In return, the Gnomes gave us a potion full of something called Wish-Gro. It fed our young, causing us to grow rapidly and increase our numbers substantially... until today." (Tahni's Knowledge Herbalism tells you that one Germination time is about four years for this species.)

After a brief moment of reflection, the Telio-King says enthusiastically, "My family has not been far in these mountains, as we tend to find a food source and stay put. I don't know where the Gnomes are now, though I do remember they were moving east through the mountain to a place called.... MountainBurrow? Yeah, that's it. They said it was several miles away.'

The Telio-King then looks at the turquoise liquid Panaceae and says, "Now he is almost at one with the earth, living between the faults of the mountain. Let me ask him."

Then he goes to the crack in the stone and makes a funny face at Panaceae.
After a moment, the Telio-King says, "Panaceae doesn't speak plainly, its as if everything were a riddle to him. Silly old slime mold. Nonetheless, he says:

Pits of fire, sparks ignite
The flames of impurity seek the light
short-sighted and a bit short-minded
the path is long, yet time is waning
ebb and flow, even craftsmen fumble
your path is clear if you are not blinded


...Whatever that means."


Meanwhile, Devlin looks around for the Goblin... to see nothing.
As a matter of fact, he never climbed the rope down into the pit you currently reside. Must have... run off?

The Telio-King sends some of his Telio-Warriors to accompany you back to the refugees to claim the Goblin corpses.

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/22* -- Familiar: Daya 
Wednesday August 31st, 2011 11:14:00 PM

"New color? My eyes?" Tahni is curious about Bruagh's remark, but at least everyone is smiling. She smiles back in response.

"Does the moss grow abundantly down here?" Tahni asks the warriors as they accompany the party back to the refugees.

========================
Spells Currently in effect: Bless (6/10), Poisoned (-1Str,-1Con for 1hr)
Energy Channels: 4-4=0
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 - Protection From Evil

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2

Sam -- 20/15/16 -- CMD 12 -- HP 12/22  d20+7=21 ;
Wednesday August 31st, 2011 11:18:04 PM

Sam carefully listens to the riddle and has the King repeat it while he writes it down. Sam sits down, studies the riddle, and applies his mental library of knowledge and experiences to try solve it. After he looks up and puts the paper down. (Aloud to the group) I think I have come up with two distinct solutions to Panaceae's riddle. Both are not good. My first thought is that we are inside a volcano. The poem speaks of flames, ebb and flow, and being blinded. Most importantly it speaks of time waining. Volcano's erupt and then go quiet, hence the ebb and flow. Panaceae might be hinting that the volcano is on the verge of erupting. The other possibility is that the mine is filled with explosive gases. If we carry torches deep in the mine it could cause an explosion. I'm leaning to the first possibility, which means we should make haste through these tunnels. He turns to the King Can you ask him if there is lava in this mountain?

Sam then checks the walls of the tunnel to look for signs of lava creating it.

Knowledge (whichever applies) check=21

Sam -- 20/15/16 -- CMD 13 -- HP 12/22 
Wednesday August 31st, 2011 11:22:42 PM

ooc-Maybe if I call the pathfinder chronicler a wold chronicler it will be acceptable. I will petition the rules group.

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+7=22 ; d20+9=27 ;
Thursday September 1st, 2011 12:05:12 AM

Telio-King with your permission I would like to take some of the Panaceae back to one of our sick, it might help to heal her. Could you ask Panaceae if its OK. If possible Devlin will put some of the goo from Panaceae into a vial and bring it to Miss Cloverdale. Once back at camp Devlin will administer the goo to Miss Cloverdale.

I will take the first watch. He takes up a hidden position in the camp.

Perception = 22
Stealth = 27

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Thursday September 1st, 2011 3:33:00 PM

Bruagh, always the glutton for punishment, volunteers for the middle watch when they make it back to the refugees. Along the way he will poke fun at Tahni's uniquely turquoise tongue every chance he gets.

Before he leaves he will thank the Telio's for the help.

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20+10=11 ; d20+10=28 ;
Thursday September 1st, 2011 3:42:51 PM

Once back at the camp, Sam will attempt to make an alchemist's fire (DC 20). After that he records the events of the journey so far and wonders if he will ever have what it takes to become a pathf...Woldian Chronicler. :)

craft alchemy= 11 hero point reroll for 28

Boomy HP 16/20 AC 17/17/16  d20+9=10 ;
Friday September 2nd, 2011 12:01:11 AM

Boomy will take any shift.
Perception = 9 (Nat 1)

DM Addison 
Friday September 2nd, 2011 10:46:41 AM



Sam puts forth a number of solutions to the riddle: both of which result in the group exploding with the mountain if they do not hurry.

The Telio-King looks back to Panaceae for a moment, and then turns to Devlin and Sam, "Panaceae says you can have as much of him as you wish. Though he warns not to eat too much - something about heavy metal poisoning. Umm... I asked him about lava, but he just repeated his riddle." *shrug*

The Telio-Warriors shake their heads at Tahni, "The moss only grows where the sunlight shines. There is a hole to the surface in the little tunnel we found."

Craft Alchemy or Herbalism DC 14 Highlight to display spoiler: {: Panaceae's uses in the raw state are few, like fighting Violetta poison, but with an appropriate alchemy or herbalism check, can be used to make Antitoxins and provide other health benefits. }

The group returns to the refugees so find them cooking some form of odd liquid for food.
They start when they see you emerge from the cave.
Baenor says, "What happened... who are these mushroom-people!?"

The Telio-King smiles and says, "You may call me Telio-King. Please eat this food your hero friends have found for you. We'll take the corpses."

Then the King and his Warriors go and pick up the Goblin corpses and start marching them back to their cave, much like ants bringing food to the mound.

Before leaving, Telio-King looks at Braugh and says, "We are grateful beyond comparison. Please be careful on your journey. It was a looooong time ago that we came across the Gnomes, but if the town they told me about still exists, then I believe you will find it. Good luck to you."
And with that, the Teliophores leave.

At the camp, watch is set and you all take a much needed rest.

Sam pulls out his Alchemist kit and begins mixing liquids to make an alchemist fire (I still think you gotta pay 1/3 the cost in materials eh? Unless you gathered materials from other places). You see know evidence of lava flowing or an eruption pending based on the tunnels around you.

Miss Cloverdale looks sicker than ever. The dull grey of her stomach seems to have spread to her face and lips.

You see Dende has wittled a piece of wood into a fine buckler and strapped it to his arm. The quiet lad smiles at Braugh and taps the shield with his warhammer.



Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d6=6 ;
Friday September 2nd, 2011 1:10:10 PM

Bruagh goes to Ms. Cloverdale and with one hand on her forehead and another on her stomach, he lets the healing power of Domi wash over her. He smiles a weak smile hoping to at least ease her pain and keep her comfortable if not actually healing her. He will let others attend her and hopes that perhaps panacea will be able to remove the taint.

Seeing Dende lifts Bruagh's spirits. With all of the enthusiasm he can muster he shows Dende the best way to counter both sword and hammer attacks with his buckler. He will also show him techniques to best use his warhammer to overpower foes using lighter weapons such as a sword. After the demonstration Bruagh will spar with Dende, making sure to neither embarrass nor injure him. That said Bruagh will not let him win, but will offer encouragement. After sparring, Bruagh will take a few minutes to sharpen his axe and will help with any other tasks that are needed.

Lay on Hands: 6hp to Ms. Cloverdale.



Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28 
Friday September 2nd, 2011 4:18:17 PM

Ooc: Does the Panecea that Devlin gave to miss cloverdale do anything?

Tahni -- AC15/11/15 -- CMD 11 -- HP 10/22* -- Familiar: Daya  d20+9=19 ; d8+2=8 ; d20+10=12 ;
Saturday September 3rd, 2011 12:34:41 AM

Tahni does what she can to aid Tina, attempting to combine divine healing, natural healing, and herbalist knowledge in a concentrated effort (Profession (Herbalist): 19, Lose Protection From Evil to cast Cure Light Wounds: 8pts, Heal: 12, Use Resistant Touch to give +1 bonus to Tina's saves at Tahni's expense)

"Sam, would you mind aiding me? Your songs & words might help Tina relax and keep her calm while I try to treat her wounds" Tahni says quietly (Up for a bardic performance/Aid Another, Sam?)

========================
Spells Currently in effect: Poisoned (-1Str,-1Con for 1hr)
Energy Channels: 4-4=0
Calming Touch: 8
Resistant Touch: 8-1=7

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Purify Food & Drink, Create Water
Lvl 1 -

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3-1=2


Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20=13 ;
Saturday September 3rd, 2011 8:27:50 AM

I'm not much of a healer, but I can give you a few words of encouragement.

Sam stands behind Tahni as she heals Tina. (From directly over her shoulder using bardic performance:oratory) Focus Tahni. Healing is what you do. Nothing else matters or exists at this moment. Tahni's vision narrows and her peripheral vision seems to blur. Every movement and thought seem to be fluid and perfect. Sam then attempts to throw in his two coppers on the matter. Your doing great Tahni. Just hold there...ok, ok...Yep and watch that over there...Is that her innards? Sam feels sick as he tries to help Tahni heal. I'm going to sit over here and collect myself. Sam sits on the ground, puts his hands over his eyes, and rocks back and forth to avoid losing his last meal.

actions-bardic performance:inspire competence
then aid another=13
+4 healing check

ooc-That's one round of bardic performance out of 12 team. 11 to go. Use 'em up.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20=10 ;
Saturday September 3rd, 2011 7:32:48 PM

Bruagh will assist Tahni.

Aid Another: 10

DM Addison  d20+4=20 ; d20+4=12 ;
Monday September 5th, 2011 11:10:55 AM

(OOC: Please make efforts to recruit! This game is amazing, but we need more people to add to our beautiful story!)

As camp is made, Devlin, Tahni and Braugh all move to help Ms. Cloverdale.
The Paladin lays hands on her, sending a white light throughout her body that treats every bruise and cut on her surface, but her face remains pallid.
The Rogue provides Tahni with some of Panaceae, which is included in her healing regiment.
A cold compress is placed on her brow and small drops of the blue slime mold are administered to her tongue as Sam sings a brief lullaby to relax her while keeping his own lunch down.

When given both Tahni's gift of resistance and Panaceae, some color returns to her lips (Fort save vs. disease-like effect = 20. success!) But Tahni can see that her stomach is still gray. Recovery will take a long time.

Spellcraft or Heal check DC 16 Highlight to display spoiler: {This is a necromantic curse-like effect. She will be temporarily relieved through medical attention, but her condition will only worsen with time if the curse is not lifted. Detect Magic would probably reveal a magical aura about her.}

Her eyes open and she blinks up at you all, "I'm sorry to be so much trouble. Thank you all for helping me." she begins to sob into her hands.

As Braugh spars with Dende, you notice the young lad has quite the knack for fancy foot-work. You see he tries to lead your shield arm low with several low strikes, only to be followed up by a bashing attack for your cranium.

-----------And so you rest---------

In the morning, several pieces of Moss are mixed with old flour and placed in a black-iron kettle and left on the fire. Some nice moss-biscuits are the result, full of iron and minerals.

It is devoured on the trail, as you all continue down the tunnels. You pass the overturned goblin wheel-barrow and then march for several more hours. The young gnomish children must be carried.

Baenor speaks to Sam, "Young SnapdragonMcfisticuffs, from where does your lineage hail?" He seems genuinely interested.

The tunnels turn right and left, up and down, you see different fungi and molds growing, but no sign of intelligent life nor light of day...

You march for 12 hours... anything you guys would like to do in the mean time before breaking for camp again?


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Monday September 5th, 2011 1:12:17 PM

Bruagh quizzes Dende for the bulk of the journey. "Your enemy charges, two handed sword held high. Overhand swing, high to low. How do you counter? Ok, same thing but instead of a sword, it's a maul?"

He'll make a fine warrior. If he lives long enough in the Scab. Bruagh dismisses the thought angrily and takes his turn carrying some of the gnome children.

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+9=28 ; d20+7=27 ; d20+1=11 ;
Monday September 5th, 2011 2:16:23 PM

Devlin takes his spot as the scout keeping ahead of the group making almost no noise. He is alert for any danger but also looking for anything that might help the group survive.

Stealth = 28
Perception = 27
Survival = 11

OOC: Have we identified all the magic items?

Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya  d20+10=25 ; d20+10=16 ; d6=4 ; d6=6 ;
Monday September 5th, 2011 8:40:24 PM

OOC: In terms of recruiting... stay tuned ;)

Heal check vs DC16: 25 - Pass

"I've thrown everything I have at this, and still she is not cured" Tahni worries. She recognises that this is unnatural, and quickly looks to detect any signs of magic at play Cast Detect Magic. The aura of necromancy surrounding Tina is disturbing, though not unexpected. Tahni chooses not to share this information with Tina for the time being - the poor woman has been through enough, and needs to conserve her strength. She does however, inform the rest of the party of her discovery, and that unless stronger aid is found soon, another refugee may be lost.

Tahni will then try and identify the last unidentified item - the jewelled sceptre. She concentrates, and whilst she detects some magic, she is unable to identify the items powers Spellcraft check: 16 = fail.

Before settling in for camp again, Tahni will release two waves of healing across the group (Everyone should be healed for a total of 13hps - 10 from the healing waves, and 3hps from the previous nights rest. That should put everyone back to full health)

========================
Spells Currently in effect:
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Detect Magic, Create Water, Toro's Taur Try, Guidance
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20+8=15 ; d20+7=17 ;
Monday September 5th, 2011 8:57:14 PM

(Bluffing To Baenor)I bet you haven't heard of another SnapdragonMcFisticuff around these parts. My lineage is scattered thinly throughout the Wold. They really don't have a specific place where they are concentrated.

Sam quickly changes the subject (to the party)I am out of alchemist's fire. Although I traditionally avoid weapons, I think I might need a crossbow or other ranged weapon to help in a fight.

actions- bluff=15
knowledge=17 to look for components for alchemist's fires on the way.

Addison: I'm cool with you just paying 1/3 of the purchase cost via "random components in alchemist kit". Just subtract it from whatever gold you have amassed and you have a fire in your possession!

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28 
Monday September 5th, 2011 11:20:09 PM

Sam you might want to ask Mr. Goodbuttom he's a bit of a specialist when it come to crossbows. He might be able to set you up with something that fits you well.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Tuesday September 6th, 2011 4:21:25 PM

Checking in.

DM Addison  d20+1=8 ;
Tuesday September 6th, 2011 7:26:20 PM

During travel, Braugh asks Dende a question about combat, the youth responds, "Any overhand swing like that is meant to chop me right in half and probably has the momentum to do it. So I would side-step and place my shield at my torso in case he tries to follow his miss with an upward swipe. A maul... same thing eh? Here's a question for you: If an aboleth has your rogue dominated and you have no earthy clue as to where he went... what do you do?"

Meanwhile, Sam tells Baenor a quick snippet of his familie's 'story', to which Baenor just nods (sense motive = 8. fail)

Upon hearing the concern for more weapons, Mr. GoodButtom tosses Sam a heavy crossbow that has been modified with a scope on it (Masterwork heavy x-bow.). He says, "You could probably make better use of it than I. I truly hope it doesn't come to any more combat." Other than that, you do note that the shortbows used by the goblins have not been claimed.

Tahni inspects the jeweled scepter and locates a little dial on the underside of the handle that can be rotated. You rotate the dial and then have an idea... you speak into the Scepter.
Low and behold, your voice is magnified almost double! You turn the dial a bit more and speak again, its even louder.
This appears to be some sort of... megaphone?

And you're walking... and you're walking...

Another day of marching through dark, depressing tunnel. Many,many sidepassages break off from the main. As you approach several of them, you hear quick scuffling, as if your lights scare life forms away.

Please roll some survival checks to avoid getting lost in this labyrinth of Forlorn Mountain.
If that fails... then get creative. Fail too many and you will come across bad things.

(Don't worry, I'm not just stalling, this is important too)



Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya  d20+5=25 ; d20+10=12 ; d20+4=20 ;
Tuesday September 6th, 2011 11:00:31 PM

Tahni appears quite calm and comfortable in these caves. Perhaps drawing strength from her ancestors, or perhaps that the group has had a moment to relax and calm down, she is now able to focus. (Survival: 25 - Nat 20. Knowledge (Dungeoneering): 20. Perception: 12)

As time allows, she spends more time talking with Tina - hoping to keep her mood positive and distract her from their current situation "So... have you started thinking about your wedding? I can just picture you in a stunning gown. What sort of flowers do you think you'll have?"

========================
Spells Currently in effect:
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Detect Magic, Create Water, Toro's Taur Try, Guidance
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+1=15 ; d20+8=14 ; d20+7=12 ; d20+9=29 ;
Wednesday September 7th, 2011 10:39:02 AM

Devlin uses his knowledge of caves and tunnels to assist Tahni in finding the most practical route out of the Mountain. Between the two of them and a song Sam remembers about how many of the tunnels travel in this mountain range they set a course for the group. I think we have the right way. I will scout ahead and check back with the group from time to time. Sam do you want to join me at the front and I can show you how to use that crossbow? Once the group is ready Devlin takes the lead and cannot be seen or heard after traveling only a few feet away.

Aid another survival = 15 (success)
Aid another dungeoneering = 14 (success)
Perception = 12
Stealth = 29(nat 20)

OOC: With the aid and Sam's song that brings our survival check to 29, Tahni maybe you cast guidance on yourself to bring us to an even 30?

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20=20 ; d20=20 ;
Wednesday September 7th, 2011 12:04:56 PM

Bruagh feels at ease in the caverns of Forlorn Mountain, much as Tahni. He feels focused, refreshed, and for the first time in as long as he can remember, not weary.

"An aboleth you say... that's when you call Tahni, she can fix everything," he jokes with Dende keeping the mood light.

As the others pause to decide which way to go at an intersection, Bruagh continues, "We go this way, I can feel it."

Survival: 20 (Natural 20)
Knowledge Dungeoneering: 21 (Natural 20)

Second time I've rolled two 20's in a post and none of them were for combat.

Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya 
Wednesday September 7th, 2011 6:53:24 PM

OOC: And for good measure, how about I cast Toro's Taur Try to give an extra +2 to Survival for Tahni. With Devlin and Sam's aid, that takes it up to 31.

Huh, Tahni, Devlin & Bruagh all rolled Nat20s :)


Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28 
Wednesday September 7th, 2011 8:35:34 PM

OOC: Just means we wont be getting any 20s in combat.

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20=13 ;
Wednesday September 7th, 2011 9:23:32 PM

Thanks for the crossbow. I will do my best to help the group with it. I'll need some bolts to fire with it.

aid survival=13 (success)

Boomy HP 16/20 AC 17/17/16  d20+9=24 ; d20+9=16 ; d20+9=11 ; d20+9=13 ; d20+4=20 ; d20+4=17 ; d20+4=14 ; d20+4=12 ;
Wednesday September 7th, 2011 10:38:37 PM

Boomy remains silent as the group makes its way through the tunnel. Somehow he cannot shake the feeling that something is watching them and that danger lies around every turn and that every shadow conceals a trap

perception, look for traps = 24
perception, general / look for enemies =16, 11, 13
Survival = 20, 17, 14, 12

DM Addison 
Thursday September 8th, 2011 2:36:54 AM

The group traverses the labyrinth...

Tahni speaks of Ms. Cloverdale's wedding, to which she replies, "Ms. Wyrmrider. If I were to see Guy again, I wouldn't need a dress or flowers or a ceremony. I would hold him and never let go."

Then she looks at you and blushes a bit (the first color to arrive at her cheeks in a while, "My apologies, you were making friendly banter. I appreciate it so much... It's just, when I think of poor Guy, lost his arm, if only he knew... no its better he not know what has happened... not yet..." tears well up in her eyes, but she blinks them away and sighs.

Dende mumbles something at Braugh's attempt to lighten the mood, sounded kinda like "Well, it would be a good idea to think of these things."

It is as if the heart of the mountain itself guides your feet in the right direction. The slightest rumble doesn't escape your notice and the path turns up, up, and up!

With Devlin at the lead, he's the first one who notices it: Daylight

After days of traveling with no sign of the surface, you see a beam of light about 20 feet above you. It might take a grappling hook and popping out of the surface like a mole, but you can definitely climb up it and exit to the surface. It may be a bit harder to get the younglings and teh elderly up though.

Climb checks and rope fun!

Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya  d20+3=19 ;
Thursday September 8th, 2011 2:59:18 AM

The fresh-air and daylight is indeed a welcome sight. Living underground isn't so bad, but the thought of finding civilisation lifts Tahni's spirits. She sets to work building a makeshift seat with some rope and wood to help lift the young, the elderly, the injured and the clumsy-climbers. She is confidant she fits into the last category. (Craft check to make a seat: 19 + 1 (guidance) = 20)

"If one or more people can get to the top, we can then pull the remainder up" she then adds "I'd better stay down here in case anyone falls and is injured" Climbing has never been Tahni's strong suit, and she starts to brace herself for the fact that she's going to have to climb out of here one way or another.

========================
Spells Currently in effect:
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Detect Magic, Create Water, Toro's Taur Try, Guidance
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20=19 ; d20=16 ; d20=17
Thursday September 8th, 2011 8:49:04 AM

Bruagh takes a deep breath and enjoys the first breath of fresh air he has taken in... days? He then takes his 50ft of hemp rope and the attached grappling hook out of his bag. Swinging it around a few times lofts it up, hoping to find a sturdy purchase in the stone. He'll give it a few tugs, then put all of his weight on it, testing it, before actually trying to climb.

"Give me a second to see what is up there before trying to follow me up. Don't want to pop up in a den of Stone Giants."

Climb: 16 (19 + 1 Dex, -4 ACP)
Use Rope: 17 to secure the grappling hook.
Perception: 17 to scan for any threats above ground.


Sam -- 20/15/16 -- CMD 13 -- HP 12/22 
Thursday September 8th, 2011 10:06:36 AM

If you see a threat while up there, let me know Bruagh. I can dull their senses (lullaby spell) and put them to sleep if needed.

Sam turns to Tahni. If you or any others need help up the rope, I will be glad to give a few words of encouragement (bardic performance).

ooc-I just realized that one of Sam's performances not only helps vs fear, but also gives combat bonuses, I will use that from time to time, but still feel free to steal the ability to boost your skills. I'd rather you waste it and roll high, over not using it and failing.

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+7=19 ;
Thursday September 8th, 2011 12:59:21 PM

Devlin lets the others make preparations for the assent. He keeps his weapons ready and covers Braugh. His fingers twitch on the trigger ready for anything. Go ahead and make the climb lad. If you run into any trouble I will shoot em down. His eyes constantly scan the area, muscles tense he prepares to act.

Perception = 19
Ready to fire on anything that attacks Braugh

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20-1=17 ;
Thursday September 8th, 2011 1:22:14 PM

Climb check=17 (so lucky) when Braugh gives the signal to climb up.

Boomy HP 16/20 AC 17/17/16  d20+7=26 ; d20+9=10 ;
Thursday September 8th, 2011 7:07:42 PM

If the tunnel is wide enough, Boomy will climb up with Braugh and check for danger. If not, he will wait his turn and then assist in pulling the others up.

Climb Check = 26
Perception = 10

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