Chapter Three: The Last Dream of Mirza Horgul

Feb 26, 2016 8:14 pm
Zangua was the first to rise, before the sun, and the party made swift progress on a brisk and cloudy morning toward the hills west of Five Stones. They did not wake the Pulras, having said their goodbyes to the goat farmers, Saad, and little Aylie the night before.

"Please don't get killed by the metal man," she said as she gave Mordred a farewell hug.

The party stands now on a brown and windswept hill crowned by a cluster of jagged boulders, half-buried in the ground, leaning in toward each other. It seems to some of you more suggestive of a grasping, short-fingered hand than a cradle.

It takes a bit of searching to find the promised entrance to the Badgerways, but at the base of one of the boulders, partly hidden under a protrusion of stone, you find a hole going straight down, hardly more than two feet wide. Some piled earth and large stones nearby suggest that this entrance may have been sealed off until somewhat recently.
Feb 28, 2016 2:06 am
(Bumping to let you all know the post has been updated and the thread is unlocked!)
Feb 28, 2016 2:10 am
Zangua looks into the hole, to see if there is a means of descent and a light source below. If either aren't available, he takes the rope from his pack, and prepares a torch.
Feb 28, 2016 3:01 am
It's dark down there, and it looks like quite a drop from here. If you hold a light to the entrance, you can see a narrow shaft going straight down.
Feb 28, 2016 3:02 am
Zangua looks for a secure anchor to tie the rope to. Once that is complete, he lights a torch and drops it into the hole; not only to light the bottom, but also to see how deep it goes.
Feb 28, 2016 3:11 am
There's plenty of rock to secure a rope to near the hole. The shaft seems to run about 30', opening to a larger chamber with a floor at about 40' down.
Feb 28, 2016 11:38 am
OOC:
Just for future reference, Mordred's got darkvision, which might come in handy for scouting and sneaking up on things down here.
Mordred is ready to climb down, but he will wait until some of the tougher members of the party go down first, in case there is anything waiting for them down there.
Feb 28, 2016 3:02 pm
Shamush gets down on his hands and knees at the edge of the hole and watches Zangua's torch flicker down and hit the bottom. He seems thoughtful and then sits up and thumps his chest, saying earnestly to the air, "Selves, I'm crossing a new boundary. Give me the strength to gain wisdom from viewing this new horizon." He then flashes a crooked grin to the others, saying, "I'll go first." He gives the rope Zangua placed a tug, shrugs, and goes over the edge.

Rolls

Athletics - (1d20+4)

(19) + 4 = 23

Feb 28, 2016 5:06 pm
Not eager to climb down a rope into the unknown Vad says "Uhhh.. I'll stand watch while the rest of you have your turn and climb on down last. That way when I fall I'll at least have you lot to land on."
Feb 28, 2016 5:11 pm
Zangua assists anyone heading down by pulling his own weight on the rope, adding to the anchor.
Feb 28, 2016 5:13 pm
It's a tight squeeze for Shamush, but he manages to get himself down through the shaft to drop into an ovoid subterranean chamber, about 30' long from east-west and 20' wide, made of smooth, hard-packed earth. He picks up the torch burning on the floor.

A narrow passage, about 5' wide, leads west, with a steep decline.
Feb 28, 2016 9:56 pm
As long as there's nothing down there, Mordred will head down. Can we tie off the rope such that we can retrieve it once we are all down, to avoid leaving a completely obvious trail?

Rolls

Can I use Acrobatics for a rope climb check? - (1d20+5)

(4) + 5 = 9

Feb 28, 2016 10:23 pm
Tell me how you'd do that with the rope!

Mordred slips a little but makes it down in one piece.
Feb 28, 2016 10:36 pm
Don't adventurers just know these things? I'm thinking we can use two ropes, one tied to the rock to climb down and another tied to the knot that secures that first rope, such that when we pull on the second rope, the first rope unties, and they both drop down into the hole. Does that make any sense? I'm not a rock climber.
Feb 28, 2016 10:41 pm
Felor says a cantrip under his breath, and with a wave of his hand, the tip of his spear begins to glow. He then straps the spear to his back before climbing down the hole. That accomplished, he surveys the area at the bottom for any tracks while waiting for the rest of the party to descend.

Cast Light on my spear.
Can I use Survival for tracking? If not, Investigation is +1 so deduct 3 from the roll below and use that.

Rolls

Athletics check - rope climbing - (1d20+2)

(5) + 2 = 7

Survival check - checking for tracks - (1d20+4)

(20) + 4 = 24

Feb 28, 2016 11:00 pm
Zangua is perfectly fine with abandoning the rope. He is not enthused with the idea of having to free climb his way down as the last one in. "Come on, let's move it," he says to those remaining above-ground as he leans back against the weight.
Feb 29, 2016 12:52 am
Mordred: your rope trick would require a difficult Sleight of Hand check and if it fails, you're out two ropes. Otherwise, you're just out the one.

Felor has a rough landing, falling the last ten feet from the end of the shaft to the floor of the chamber, but suffers no more than having the wind knocked out of him. Recovering, he examines the ground, warning Shamush and Mordred against making any more fresh tracks.

There are faint, muddy bootprints on the ground, leading out toward the west passage.
Feb 29, 2016 1:24 am
Once everyone else is down Vad will make his attempt to join them.

Maybe we can burn the rope if we're worried others will use it to track us.

Rolls

Athletics - (1d20+1)

(6) + 1 = 7

Feb 29, 2016 2:15 am
Zangua waits until everyone finishes their descent. He then follows, squeezing through the narrow opening to join the group, bracing himself against the walls for added support.

Rolls

Athletics - (1d20+6)

(20) + 6 = 26

Feb 29, 2016 3:35 am
Maybe we should just leave the rope, in case we need to retreat.
Feb 29, 2016 3:11 pm
Shamush hands Zangua his torch and lights one of his own, an eye kept on the dark tunnel before him. He glances around for signs of recent passage. He asks quietly, "Who's first? One of you better at sniffing out tracks?"

Does the 'room' seem to be naturally formed?
Feb 29, 2016 3:51 pm
Mordred offers to scout down the passage in the dark a ways, if the party is interested in him doing that. He would be sure to make minimal disruptions to the tracks already there.

I'll add some rolls in case we agree that it's a good approach, otherwise ignore.

EDIT: I've got to improve my Perception.
Last edited February 29, 2016 3:52 pm

Rolls

Stealth - (1d20+5)

(8) + 5 = 13

Stealth (Advantage for darkness?) - (1d20+5)

(19) + 5 = 24

Nature/Investigation (same modifier) for tracking - (1d20)

(13) = 13

Perception - (1d20)

(4) = 4

Feb 29, 2016 5:00 pm
To Shamush's eyes, the room is too smooth and symmetrical to be naturally formed.
Feb 29, 2016 5:07 pm
OOC:
I have a decent Survival skill for tracking but having the stealthier guy go first seems good. Seems like there's only one exit and the tracks go that way - we'd only need to be careful of erasing them if we get to a junction with multiple paths.
Feb 29, 2016 8:17 pm
Leth gives a worried glance down the hole, then shrugs and begins his attempt to climb down the rope.

Rolls

Athletics - (1d20+3)

(7) + 3 = 10

Mar 1, 2016 4:31 pm
Mordred scouts about 40' down the passage, at which point it curves sharply to the south. Narrow ridges in the ground provide a foothold as the passage declines. The muddy footprints soon fade.
Mar 1, 2016 5:52 pm
Mordred goes back to report to the party and then continues to scout the passage around the corner.

Rolls

Stealth - (1d20+5)

(16) + 5 = 21

Perception - (1d20)

(20) = 20

Mar 1, 2016 6:35 pm
The passage curves back around to the east in a U-bend about 30' long, then veers south, widening a bit, still descending.

There are some scratches on the outer wall of the bend.
Mar 1, 2016 6:50 pm
Mordred again circles back to the rest of the party, then rushes ahead to investigate the scratches, attempting to tell what they were made by/with, when they were made, and if they are intended to pass on some sort of message or information.

Rolls

Investigation - (1d20)

(17) = 17

Mar 1, 2016 6:56 pm
Zangua keeps moving along, content to let the tiefling scout the passageway. He stops when the group stops, and proceeds when the group proceeds.

He does manage to work his way towards the front of the main group, using the first torch picked up by Shamush to light another from his pack.
Mar 1, 2016 7:11 pm
Mordred is not sure what to make of the scratches. There are about two dozen of them, all about 5" long, in varying orientations. They don't form any kind of recognizable pattern.
Mar 2, 2016 12:29 am
OOC:
I assume the party is following some distance behind Mordred?
Felor feels at home in the dark tunnels - he'd spent a good deal of time in mountain caverns back in Jerma, and made the occasional visit to dwarvern settlements. He's interested to hear of the strange scratches on the wall - from Mordred's description they don't seem to be runes, or an attempt at communication, nor the regular, methodical marks of a pick or chisel. As the party advances, he inspects them in the light from his spear, running his hand over the surface. Could some creature have made these? Or a person?

What is the tunnel wall made of, dirt?
Nature check - do they seem like claw or fingernail scratches?

Edit: I Am A Nature Priest, Yep
Last edited March 2, 2016 12:30 am

Rolls

Nature check - (1d20+3)

(1) + 3 = 4

Mar 2, 2016 3:56 am
The surfaces here are hard packed earth. The scratches...something sharp made them.
Mar 2, 2016 12:07 pm
Felor puzzles over the scratches. "These don't seem like fingernail marks. Nor are they where something scraped the sides as it was moved through the tunnel - they'd be aligned in the same direction. We should be cautious, all manner of creatures may inhabit these tunnels."
Mar 2, 2016 1:08 pm
Mordred will continue his approach of scouting ahead and then returning to the party, at least until we come upon a junction or something else requiring party input.

I'll give you a few Stealth/Perception rolls. Use them as you see fit.

Rolls

Stealth 1 - (1d20+5)

(16) + 5 = 21

Stealth 2 - (1d20+5)

(9) + 5 = 14

Stealth 3 - (1d20+5)

(19) + 5 = 24

Perception 1 - (1d20)

(16) = 16

Perception 2 - (1d20)

(9) = 9

Perception 3 - (1d20)

(20) = 20

Mar 2, 2016 1:12 pm
Here's a map I've started. I'll update it as we go. Let me know if I get something wrong, Octo.
http://i.imgur.com/o7hKVmZ.jpg?1
Mar 2, 2016 3:50 pm
Zangua briefly looks over the scratches that everyone else was studying, mostly to see if anything remotely recognizable stands out. He goes so far as to squint like he is trying to discern whether there is a sailboat in the middle of all of it.

Rolls

Investigation - (1d20)

(19) = 19

Mar 2, 2016 4:03 pm
A schooner is a sailboat, Zangua.
Mar 2, 2016 4:12 pm
The map looks good.

Zangua examines the scratches. Nothing looks recognizable to him, but his gut tells him there's something deliberate about them.

Mordred continues on, emerging from the widening of the passage into another oval chamber, 50'x20' (dimensions will always be given in x, y axis order on whatever your map orientation is), with a higher ceiling than the first, about 15'. There are tunnel entrances at the east and west ends, and near those, tunnels leading southwest and southeast.

This chamber has a sour, musty smell. Bits of detritus crunch under your feet. In the center of the chamber is a stone block about 3' wide, covered in markings. On closer inspection, Mordred can see that the markings are writing in an archaic dialect of thieves' cant. He can make out a few words: "happy," "goblin," "three," "road," but the gestalt of it is not immediately clear.

Mordred will need to make an Insight check to decipher this further, unless anyone else knows thieves' cant.
Mar 2, 2016 4:19 pm
While Mordred examines the stone block, Felor surveys the new cavern to check for any tracks or signs of recent passage.

Rolls

Survival skill check - (1d20+4)

(12) + 4 = 16

Mar 2, 2016 4:21 pm
*Thinks back to Professor Turpin's Cant 101 class at the Guild*

Rolls

Ye Olde Theeve's Cant - (1d20+2)

(18) + 2 = 20

Mar 2, 2016 4:27 pm
As the party studies the cavern and the markings, Zangua leans over to Shamush and whispers, "What's a schooner?"
Mar 2, 2016 4:52 pm
Felor finds bits of charred bone and wood on the ground, old tracks and scuffs, and other evidence that this chamber has seen a lot of use, but none of it strikes him as particularly recent.

Mordred examines the writing, and after a moment, it starts to make sense. Blocks of text are arranged like spokes on a wheel, corresponding to the various tunnels leading out of this chamber. The one the entered from is "the elk's asshole." Going clockwise (to the east), the next tunnel is "three twisty vines," then "new goblin city," "happy hideaway," and "royal road."
Mar 2, 2016 4:59 pm
Mordred explains the ancient road sign to the rest of the party.

Do any of those names mean anything to Mordred, as far as which one is likely heading towards Hazard? I'm thinking Royal Road, personally?
Last edited March 2, 2016 5:01 pm

Rolls

History - (1d20)

(1) = 1

Insight - (1d20+2)

(18) + 2 = 20

Mar 2, 2016 6:03 pm
None of these mean anything to you, but for your Insight roll, I'll throw you a bone: after you connect Hazard to "royal road," you remember that to the best of your knowledge, Hazard has never been a monarchy.
Mar 3, 2016 1:16 pm
Felor listens to to Mordred's translation of the writings, brow furrowed as he tries to decipher any meaning from the directions.

Rolls

History skill check - (1d20+3)

(20) + 3 = 23

Mar 3, 2016 4:49 pm
Felor suspects that first one might be a reference to the fact that the tunnel they came from exits to the east end of the Elkfang Hills, but none of the others fit into any particular frame of reference for him.
Mar 3, 2016 4:52 pm
In that case, I vote for heading towards New Goblin City, as it is the only one that promises an urban destination of any sort, and plus we get to fight gerblins.
Mar 3, 2016 6:34 pm
Assuming the group makes these findings known, Zangua finally speaks, "Does your friend know how to read this, too? Otherwise how do you know she went through the one you're thinking of?"
Mar 3, 2016 7:02 pm
Yeah, Mordred translated for the group, and explains his thoughts about which direction to go aloud.

"I'm almost certain she doesn't know Thieves' Cant and would never be able to read this sign, but she may have had a guide or other directions. To be honest, it's nothing more than a hunch, so I'd love to hear other ideas."
Mar 3, 2016 7:21 pm
I may be forgetting, but did we establish that she wanted something from the goblins? Are the Badgerways just a place she's traveling through to get somewhere else, or do we not know enough? Seems like the Royal Road might be the place to go if she's passing through, and the Happy Hideaway if she's just here to lay low.
Mar 3, 2016 7:43 pm
Quoth Harmon Koal:
Quote:
The ranger Kligson found me and Rolley at the store and told us he'd been talking to a girl at the Toad and Skull, a young thing no more than seventeen or eighteen, who wanted him to show her to a passage through the Badgerways to Hazard.
You haven't received any specific intel regarding goblins.
Mar 3, 2016 7:50 pm
We know that she was heading to Hazard for some reason.
Quote:
She was looking to hire Kligson, and Kligson went looking for her after she ran off. Haven't seen him back here yet. Kligson thought the girl was touched in the head, y'see. Talking madness about witches following her. He told her he'd take her through the Badgerways to Hazard but he knew that'd be the end of them both.
ETA: I'm suggesting New Goblin City because of the "City" part, since Hazard is the only city near here, and none of the other routes sound urban. Maybe Hazard was founded by goblins?
Last edited March 3, 2016 7:52 pm
Mar 3, 2016 11:26 pm
Maybe a city full of goblins is a hazard? Either way, Vad would much rather head to someplace urban than someplace in the wilds.
Mar 4, 2016 9:52 am
The directions are cryptic enough that I'm fairly certain that "Goblin City" wouldn't just literally be a goblin city. Given we have pretty much no idea, we may as well just pick any one.

(cue: we stumble into a goblin city...)
Last edited March 4, 2016 11:49 am
Mar 4, 2016 1:27 pm
Mordred looks around at the detritus scattered about to see if it gives him any clue as to which way Zora might have gone.

Rolls

Investigation/Nature/Survival (all the same modifier, use whichever is appropriate) - (1d20)

(11) = 11

Mar 4, 2016 2:02 pm
OOC:
Sory for the inactivity, folks. Busy week working a conference. Today's the last day though, so hopefully I'll be more active after tonight.
Leth glances around the chamber after hearing Mordred's description of the "sign". He is trying to gain his bearings and sense of direction to see of all the passageways, which tunnel seems to at least start off pointing the most towards Hazard. (Which would be south west, right? Unless I've lost all sense of direction myself. Which is pretty common.). He also carefully studies the ground to see if maybe the footprints - or any other signs of passage - had resurfaced, perhaps giving them a clue as to which way they should go.

Rolls

Insight (which passage starts in the most Hazard-ly direction?) - (1d20+2)

(6) + 2 = 8

Survival (tracking, looking for signs of passage) - (1d20+4)

(8) + 4 = 12

Mar 4, 2016 5:01 pm
There is evidence that small fires have been built here, meals eaten. There are arrows embedded in the south wall and an offal pit off to the northeast. However, none of it looks recent, and none of it suggests where Zora might have gone, if she indeed passed through here.

Hazard is to the south, maybe a few degrees to the southwest.
Mar 4, 2016 6:38 pm
I dunno guys, I think going to a goblin city is maybe a bad idea, but it could be my deeply-ingrained D&D racism talking. Feels like we might as well start marinating ourselves now and pouring diced vegetables on our heads before we go in. But I won't argue about it much, as I'm likely getting out of character for the touched-in-the-head barbarian.
Mar 4, 2016 8:24 pm
Zangua inspects the arrows, trying to determine if they were fired into the wall from the opposite side of the room, a la target practice.

Rolls

Investigation - (1d20)

(10) = 10

Mar 4, 2016 8:26 pm
Zangua tries to determine the relative skill of the shooter, while he waits for the group to come to a decision about which path to take.
Mar 4, 2016 8:40 pm
The arrows are driven in pretty deep, but it's hard to tell much from it. The arrows are very old; most of the fletching has disintegrated.
Mar 4, 2016 8:46 pm
Any thoughts of their quarry idling time by shooting arrows is quickly dismissed as Zangua realizes just how old the arrows are. "Which way was that offal pit? I gotta piss."
Mar 4, 2016 8:48 pm
Along the wall to the northeast.
Mar 4, 2016 9:06 pm
Zangua wanders off to the northeast.
Mar 5, 2016 12:22 am
How about a final binding vote on which tunnel to check out first?

Three Twisty Vines (E)
New Goblin City (SE)
Happy Hideaway (SW)
Royal Road (W)
Mar 5, 2016 12:41 am
"If everyone thinks she went to the city, we ought to go there," sighs Zangua over his shoulder, accompanied by the sound of tinkling liquid.
Mar 5, 2016 12:07 pm
New Goblin City
Last edited March 5, 2016 12:07 pm
Mar 5, 2016 5:24 pm
"A city with goblins? What's not to love..."
Mar 7, 2016 4:08 am
Looks like NGC has run up an insurmountable delegate lead. Ready to go? Who wants to be the point man?
Mar 7, 2016 1:36 pm
Mordred tiptoes down the hallway to scout it out.

Rolls

Stealth - (1d20+5)

(5) + 5 = 10

Perception - (1d20)

(20) = 20

Mar 7, 2016 5:55 pm
The southeast passage -- "new golblin city" -- takes about 20' to veer back to a straight southerly direction, then descends sharply for another 70'. The passage is narrow, about five feet wide, and less smooth than the tunnel you came through.

The next section is a 30' curve back to the north, still sharply descending. It leads north about 50', leveling off halfway through, and widens to what looks to be another ovoid chamber.
Mar 7, 2016 6:08 pm
OK. Mordred gathers the troops to check out the chamber.
Last edited March 7, 2016 6:08 pm
Mar 7, 2016 6:27 pm
The chamber is about 20' x 30', with a ceiling about 12' high. Two wooden "X"s are wedged into the ground, one to the right and another a few feet ahead and to the left, about 4' high and secured in the middle with old, crumbling strips of leather.

There appears to have been an exit on the north end of this chamber, a tunnel mouth about 8' x 8', but it has been completely sealed with some peculiar work of masonry: a great number of rounded, yellow-brown objects several inches wide, bound somewhat crudely together with gray mortar.
Mar 7, 2016 6:35 pm
"What, a wall of skulls?" mutters Zangua. "Certainly speak to a level of interior design one rarely sees topside."
Mar 7, 2016 6:35 pm
Let's take a look at that sealed tunnel. What are the brown things? Eggs? Coproliths? How recent is the construction (i.e. any chance it was done in the last several days vs months or years ago)? How solid is it? Can Mordred chip away at the mortar with a hammer and piton? Note: he is not hammering on the "objects" for now.

ETA: Skulls! I bet that's it. Yikes.
Last edited March 7, 2016 6:48 pm

Rolls

Investigation - (1d20)

(13) = 13

Mar 7, 2016 6:51 pm
The construction looks fairly old, but by an order of years, not centuries. If you had to guess, you'd say fifty years old, maybe. The mortar is solid and dry, but not particularly strong; it looks to be a mixture of impure sand, or maybe just mud, and lime.

On closer inspection, Zangua's comment seems to be correct: the rounded objects have the look and feel of bone. They are all oriented in the same direction, and it doesn't take long to conclude that the seal is made of goblin skulls, facing away from this chamber, into the tunnel they're blocking off.
Mar 7, 2016 6:53 pm
Zangua shrugs. "It was just a guess. No idea why it's there."
Mar 7, 2016 6:53 pm
OK, I guess Election 2016: Tunnel Edition continues? I'll vote Happy Hideaway (the SW passage). If others want to linger here for something, that's OK, but not too long.
Mar 7, 2016 7:53 pm
"What are the Xs for?" Zangua asks aloud. Without touching them, he checks their placement, distance, and arrangement to see if there's anything that could be inferred.

Rolls

Investigation - (1d20)

(19) = 19

Mar 7, 2016 8:03 pm
Given that the "bricks" of this wall are made of bone, you could most likely break through it without great difficulty.

The Xs look a bit like defensive obstacles/cover to Zangua.
Mar 7, 2016 8:11 pm
Zangua expresses a hypothesis. "Perhaps a battle took place in here? Someone then bricked-up the exit as a warning?" He looks around on the floor to see if there are any signs of an old fight: broken arrows, bits of armor, dried blood stains, or bone.
Mar 7, 2016 8:14 pm
It's hard to tell what may have stained this earthen floor in days gone by, but there's no battle detritus or any other interesting objects to be found. Zangua does find a copper piece, tarnished and worn nearly smooth.
Mar 7, 2016 8:58 pm
"This has all been here since before Zora was born," Mordred says, gesturing at the chamber and the skull wall. "She didn't come through here, and so it's a dead end as far as I am concerned. Let's try another passage."
Mar 8, 2016 9:26 am
"Aye, interesting to be sure, but not the way Zora came," agrees Felor.

Happy Hideaway is as good as any.
Last edited March 8, 2016 9:26 am
Mar 8, 2016 5:12 pm
The party backtracks to the crossroads chamber and heads down the southwest tunnel.

This tunnel, similar to the others so far, extends about 60' to the southwest before angling due west. The tunnel declines a bit, but not nearly as steeply as the last one. After running west another 60' the tunnel ends in a 10' wide, rounded terminus. There is a hole in the floor here about three and a half feet wide. Two iron stakes are driven into the ground near the right edge of the hole.
Mar 8, 2016 5:16 pm
Felor cautiously approaches the hole and sticks the glowing end of his spear in.
Mar 8, 2016 5:18 pm
Zangua kneels by the iron stakes. "Pitons, maybe," he muses aloud, then peers into the hole.
Mar 8, 2016 5:28 pm
The hole extends down quite a ways, farther than Felor's spear can illuminate.

There appear to be flat stones driven into the sides of the hole at regular intervals, which could be used as holds for climbing.
Mar 8, 2016 6:00 pm
Mordred gazes into the darkness (60' darkvision) to see if he can make out the end of the shaft or any other issues with the climbing surfaces that would make descent (and eventual ascent) dangerous.

Map Update
http://i.imgur.com/6hh7TJf.jpg?1
Last edited March 8, 2016 6:02 pm

Rolls

Perception - (1d20)

(19) = 19

Mar 8, 2016 6:10 pm
It looks like the shaft descends about 50'. Mordred sees no hazards at the bottom, only earthen floor.
Mar 8, 2016 6:12 pm
Your map looks so good, I feel bad pointing out that the crossroads room is oriented the wrong way. Doesn't make much difference for your navigational purposes, though.
Mar 8, 2016 6:13 pm
I was actually going to re-do it to a better scale anyway, so thanks.
Mar 8, 2016 6:14 pm
And the error was totally my fault, for transposing the numbers when I described the room. Sorry folks!
Mar 8, 2016 6:16 pm
Mordred climbs down quietly, checking as carefully as possible to make sure there is nothing waiting for him at the bottom before dropping out of the shaft.

Rolls

Stealth - (1d20+5)

(7) + 5 = 12

Acrobatics - (1d20+5)

(8) + 5 = 13

Mar 8, 2016 6:21 pm
Shamush peers down after Mordred and murmurs, "This hideaway is getting less and less happy."
Mar 8, 2016 6:23 pm
"Weird place to put a privy," Zangua mutters, watching the tiefling disappear into the hole.
Mar 8, 2016 6:27 pm
About 8' from the floor, the shaft opens up, so that you're climbing down the east wall of the room you've now entered.

This area is 40'x20'. The west end opens to a large, cavernous chamber. You can hear a faint dripping sound coming from that direction.

In the middle of this room, near the north wall, is a mound of churned-up earth, like a giant molehill, about 5' wide and 3' high. It looks damp, and it still has an earthy smell.
Mar 8, 2016 6:49 pm
Mordred uses Thaumaturgy to send a whisper up the shaft that the party should come down quietly. He attempts to Hide as best as possible from anything that might be nesting in the dirtpile, and will Ready a rapier Attack, should anything emerge.
Mar 8, 2016 6:52 pm
Zangua reels back from the hole and looks around. "Where the hell is he?" says the fighter, looking around for Mordred.
Mar 8, 2016 6:54 pm
Zangua spots Mordred crouched in the shadows behind him.

The dirtpile is still.
Mar 8, 2016 7:29 pm
OOC:
Oops, sorry, I meant to indicate that I was still topside, peering into the hole. Zangua's unfamiliarity with magic was made manifest with his reaction.
Mar 8, 2016 9:52 pm
Leth watches Mordred descend into the hole as far as he can, and then briefly turns his attention to the iron spikes - do they look like they've been there for a while, or are they new?

ETA: Following his assessment of the spikes, Leth will climb down into the room below.
Last edited March 8, 2016 9:53 pm

Rolls

Investigation - (1d20+4)

(10) + 4 = 14

Mar 8, 2016 9:55 pm
They look like they've been there a while, but it's hard to really be sure.
Mar 8, 2016 10:18 pm
OOC:
A while as in... years? Or a while as in a few weeks?
Basically I'm just trying to figure out if Zora, or someone following her, could have put them there.
"Mordred's in the pit; He was using magic speak so we could hear." Leth mentions to Zangua just before his head drops down below the opening of the hole.

Once at the bottom, Leth patiently waits for Felor to descend so they can take a look around by his spear-light.
Mar 8, 2016 10:38 pm
Map 2.0
http://i.imgur.com/n89fLkX.jpg?2
And why this chapter wasn't called "Scratches on the Elk's Asshole" I do not know.
Last edited March 8, 2016 10:56 pm
Mar 8, 2016 11:11 pm
"Is there any hole this group won't go down?" Vad questions as he follows Leth to the bottom. "Lighting one up!" he whispers to the others as he pulls a torch from his pack, mumbles something under his breath, and touches the torch, lighting it up.
OOC:
Something about casting 'Light' on a torch just seems humorous to me.
Last edited March 8, 2016 11:11 pm
Mar 8, 2016 11:27 pm
Zangua proceeds to follow the party. As he spies the arcane lighting of torches, he mumbles, "Anyone have a magical means of getting me back a couple of torches? Wish you could have told me this before I lit them up."
Mar 9, 2016 1:14 am
As a light source is introduced, Leth looks around them, sizing up the room they just descended into.

Rolls

Perception - (1d20+4)

(11) + 4 = 15

Mar 9, 2016 9:46 am
Felor arrives at the bottom of the hole, and passes Zangua a couple of torches before warily investigating the dirt pile. Spoil from someone digging, or some sort of giant worm-cast?

Great map, rocksteady! I started an MS Paint one but yours is aesthetically superior!
Last edited March 9, 2016 9:56 am

Rolls

Nature skill check - (1d20+3)

(4) + 3 = 7

Mar 9, 2016 4:44 pm
Drawing the dungeon map was always one of my favorite parts of D&D.
Mar 9, 2016 5:42 pm
Leth doesn't see much here beyond what Mordred already observed. Scrutinizing the dirtpile, Felor suspects it to be the work of some animal rather than a shovel or any other human tool.
Mar 9, 2016 5:50 pm
"Shall we check out the cavern? I'm worried something slumbers in that pile of dirt, but perhaps it is happy to ignore us." Mordred heads toward the western opening, cautious of an attack from the cavern, and also from the dirtpile.
Last edited March 9, 2016 5:50 pm
Mar 9, 2016 6:06 pm
Mordred scopes out the western opening. It leads to a large, circular, dome-shaped chamber, 50'x50' with a ceiling about 30' high at the center. There are similar wide tunnel openings at the other cardinal directions. In the center of the chamber is a pit about 25' wide, with a catwalk bridge of packed earth, about 4' wide, running across it from east to west. A trickle of water drips from the ceiling, falling to the right side of the bridge, landing with echoing splashes far below.

On the southwest quadrant of the domed ceiling, up near the apex, a message has been written in large white letters with some sort of paint or plaster. The writing is contemporary thieves' cant, and the message says: "TRUST IN WORMFELLOW."
Mar 9, 2016 6:24 pm
Mordred translates the graffiti for the group.

Does "Wormfellow" mean anything to me, in terms of famous or well-known thieves of Bload?

Rolls

History? - (1d20)

(6) = 6

Mar 9, 2016 6:25 pm
Mordred has never heard of Wormfellow.
Mar 9, 2016 6:42 pm
And what direction is Hazard, roughly, from the entrance to the tunnels?
Mar 9, 2016 6:54 pm
Zangua mulls over the name Wormfellow.

Rolls

History - (1d20)

(19) = 19

Mar 9, 2016 6:55 pm
Neither has Zangua ever heard of a "Wormfellow."
Mar 9, 2016 7:44 pm
Mordred walks the perimeter of the room, beginning with the southern passage, to see if the exits give any clue as to their eventual destination.
Mar 9, 2016 7:58 pm
"Wormfellow?" Leth asks, then looks suspiciously back towards the previous chamber, thinking of the mound of dirt.

"Perhaps we should be on the lookout for giant worms..." He says to the group, before shifting forward to examine the pit, looking especially for more signs of recently disturbed earth - if there was a "wormfellow" about - and if it was anything like it's name implied - Leth wanted to know about it.
Last edited March 9, 2016 7:58 pm

Rolls

Investigation - (1d20+4)

(16) + 4 = 20

Mar 9, 2016 7:58 pm
The southern exit leads to a rounded chamber about 25' wide. A stone container -- a sarcophagus, maybe -- sits near the west wide of the chamber. It is covered in graffiti. A few old ceramic jugs and bowls are next to it, some of them broken.

The western exit leads to a chamber of identical dimensions. There is a pile of wood in the middle of this chamber, small logs and large twigs, nearly blackened by rot and giving off an unpleasant fungal odor.

The northern exit leads to another identical chamber, but this one is empty. There is a small tunnel leading out of the north end of this chamber.
Mar 9, 2016 8:01 pm
Looking down the edge of the pit, Leth can see another earthen catwalk bridge about thirty feet below, running north-south. Beyond that, it's too dark to see anything. There are no other signs of disturbed soil.
Mar 9, 2016 8:15 pm
Leth relays this to the group.

"Here's my thoughts." He says, to whoever is listening. "I'm assuming the message in Thieve's Cant was left as a guide, to point us down the correct pathway to the 'happy hideout', whatever that may be. I could be very wrong in that assumption - it may mean nothing to us at all - but that's the assumption I'm making for now. If that's the case, then "trust in wormfellow" would mean that we should take whichever tunnel is indicated by wormfellow, whatever that is. The question remains, then, who - or what - is wormfellow? And how would it indicate to us which way we should take?" At this point, Leth is more thinking out loud than anything else. "Was one of these tunnels eaten out of the earth by a large worm? Is there a worm around here that frequents one of these tunnels? Is there a sign of a worm hidden somewhere in this chamber that could give us a hint? Or, like the worm, should we dig deeper into the ground, and rappel down to the second bridge in the pit?"

He thinks for a moment.

"Or, maybe I'm overthinking this entirely too much, and the message is nothing more than graffiti." He finishes with a shrug.

Rolls

Insight - (1d20+2)

(17) + 2 = 19

Mar 9, 2016 8:24 pm
The dirtpile looks like it could have been made by a giant worm of some sort, but the actual tunnels here were clearly made with deliberation and do not look at all like worm burrows.

All three rooms adjoining the domed chamber with the bridged pit are dead ends, except for the north room, with the small tunnel continuing northward.
Mar 9, 2016 8:34 pm
"The signpost was in an archaic form of the Cant, while this is modern. It's possible that this message was left well after the fact for the purpose you suggest, but I'm not sure they are related. Personally, I'm inclined to at least try the northern passage, but I like the idea of getting down to that lower bridge and heading south as well."
Mar 9, 2016 8:41 pm
"Let's see if we can find any trace that Zora - or anyone for that matter - has passed by here recently. Look around everyone."
Last edited March 9, 2016 8:42 pm

Rolls

Investigation - (1d20)

(13) = 13

Mar 9, 2016 8:45 pm
Leth nods. "That's just what I was thinking. Our goal here isn't necessarily to get to Hazard - it's to find Zora. And it bothers me that we haven't seen any sings of her passage yet, aside from possibly the stakes in the floor above. If they descended into the pit here, you'd think we'd be able to see some indication of that... so maybe the north passage is our best bet."

Rolls

Survival (tracking, looking for signs of passage) - (1d20+4)

(19) + 4 = 23

Mar 9, 2016 8:51 pm
There's no dead giveaways of anyone's passage through here, but the ground does look like it could have been trod upon in recent days.

Mordred takes a second look at the south room. There's a few inches of slimy brown water in the sarcophagus, and sticking out from the wall above it, a few inches of copper rod capped with a tarnished, upside-down animal head -- a wolf or bear or something of that sort.
Mar 9, 2016 8:51 pm
At the tiefling's request, Zangua paces around the room, attempting to discern something out of the apparent nothing. He at least has the wisdom to try and stay out of any previously-created tracks so as not to muddy the waters... so to speak.

Rolls

Investigation - (1d20)

(7) = 7

Mar 9, 2016 9:08 pm
Secret door! Mordred approaches the sarcophagus to examine the rod. Is it a lever or handle? Could it be pushed or pulled, or is it embedded in the wall?
Mar 9, 2016 9:10 pm
OOC:
My next suggestion was going to be to check the sarcophagus!
Mar 9, 2016 9:11 pm
It's a 1" thick rod sticking out about 6" from the wall. The animal head is about 2" across. You can try manipulating it.
Mar 9, 2016 9:18 pm
Maybe everyone get in the southern chamber, in case it spins around or something?

Mordred will wait until everyone who wants to be is in the chamber, and then monkey with the rod.
Last edited March 9, 2016 9:18 pm
Mar 9, 2016 9:19 pm
Please describe to me exactly what you will attempt to do with the rod.
Mar 9, 2016 9:35 pm
You are going to have to at least buy me dinner first, Octo.

Mordred will rotate the rod slowly clockwise, through at least 180° so the animal head is upright.
Mar 9, 2016 9:58 pm
Now back to D&D After Dark...

The rod itself doesn't rotate, but on a hunch, Mordred grasps the rod and gives the head a forceful twist.

With the animal head turned upright, a thin trickle of water begins to drain from the end of the rod, spattering down into the sarcophagus.
Mar 9, 2016 10:19 pm
Hmm. A faucet. Anything in the sarcophagus, other than water? Are their drains or other holes in it? I'll poke my sword into the standing water if I can't see through it.
Mar 9, 2016 10:19 pm
Felor watches the water splattering into the sarcophagus. It reminded him of a drinking trough for livestock or horses... but surely no-one would bring those down here. So what was it for? Wormfellow, whatever that was?
OOC:
Wondering if this thing is supposed to summon the Wormfellow somehow?
Last edited March 9, 2016 10:19 pm
Mar 9, 2016 10:21 pm
There doesn't seem to be a drain in the sarcophagus/bathtub. Mordred's sword-probing doesn't reveal any significant objects, just crud and slime.
Mar 9, 2016 10:30 pm
Still puzzling over the function of the sarcophagus, Felor examines the room for any signs of, or tracks from, animals or wildlife.

Rolls

Nature check - (1d20+3)

(18) + 3 = 21

Mar 9, 2016 10:38 pm
Felor finds some dead woodlice under the broken pottery. There are some minor scuffs and scratches on the ground and walls that could have been caused by animals, but nothing conclusive.
Mar 9, 2016 10:39 pm
Perhaps some sort of ritual cleansing of the dead?

Rolls

Religion - (1d20)

(12) = 12

Mar 9, 2016 10:50 pm
Mordred knows of no death rituals involving washing-tubs.

The graffiti on the sarcophagus provides few clues as to its purpose, varying widely in age, coloration, and sentiment. Most of it is of a self-identifying ("Krimsor was here!") or vulgar (rustic drawings of reproductive organs are plentiful) nature, some is incomprehensible. There are short poems, threats ("In Mit-Ratu's name, I will slay Harrall the cheat"). Several languages and more than one dialect of thieves' cant are represented. You notice that the largest graffito, and probably the most recent, given that no other mark has been inscribed on top of it, says in bold white lettering: "WORMFELLOW IS GOOD."
Mar 9, 2016 10:56 pm
For now, Mordred will let it continue to fill the tub, to see if there is a weight-based trigger.
Mar 9, 2016 10:58 pm
The stream is pretty thin, and the tub is large. This could take awhile.
Mar 10, 2016 3:16 am
"What do you think friends? Back to the crossroads to see if we can find some sign of Zora down one of the other passages?"
Mar 10, 2016 3:21 am
"Turn off the water, if we're out of here," says Zangua, pointing to the skull-adorned rod.
Mar 10, 2016 8:42 pm
What's the plan, party?

Continue poking around here?
Check out the north tunnel?
Go back to the crossroads?
Mar 10, 2016 9:06 pm
If no one else has strong feelings, I'm inclined to head back to the crossroads and see if we can see signs of Zora down the other paths.
Mar 11, 2016 1:13 am
Leth sighs in frustration. "We're not really getting anywhere... we don't know which way Zora went, and we have no idea how to navigate these tunnels ourselves. It stands to reason she'd try to head south, towards Hazard, but any of these tunnels could turn and head southward... If you didn't see any signs of her in the north passage," He says, looking at Mordred, "I'd suggest heading back to the first crossroads and checking out some of the other passageways, or try rappelling down the pit to check out the lower floor... although it seems unlikely she would have taken that route."
Last edited March 11, 2016 1:14 am
Mar 11, 2016 2:07 am
"Well," begins Zangua, "let's look at it this way; if we're having a hard time finding your friend, chances are that cult is, too. I mean, if it were made easy for us, you'd think they'd have gotten to her by now."
Mar 11, 2016 3:22 am
After shutting off the tap, Mordred takes a quick look down the north passage.
Last edited March 11, 2016 3:22 am
Mar 11, 2016 6:30 am
The north passage leads to a narrow tunnel that corkscrews down, like a spiral staircase.
Mar 11, 2016 10:10 am
"Mordred, care to do the honours?" says Felor, nodding to the northern passage.
Mar 11, 2016 12:08 pm
If there are no obvious signs of passage, Mordred returns to the party and suggests they double back to Royal Road.
Mar 11, 2016 4:44 pm
There are no obvious signs of passage, but you can't conclusively rule out that she might have gone this way.
Mar 11, 2016 4:47 pm
Sure, I understand. I'm hoping we can find something more conclusive down one of the routes we have yet to check.
Last edited March 11, 2016 4:48 pm
Mar 11, 2016 6:36 pm
Backtracking to the crossroads, Mordred takes the west tunnel, the "royal road."

This tunnel leads west with a moderate decline, veering slightly to the south, for about 100', then begins to curve more sharply to the south and east as the decline gets steeper. After about 60', the tunnel straightens out, heading southeast, still declining. It will continue in this way for at least another 100'.

Keep going?
Mar 11, 2016 7:56 pm
Zangua looks at Felor's spear and the light placed upon it. He finally points to the light and asks, "Is that permanent? Seems awfully useful."
Mar 11, 2016 8:27 pm
Mordred looks for signs of Zora or her pursuers.

Rolls

Survival/Investigation - (1d20)

(17) = 17

Mar 11, 2016 10:08 pm
There are a few odd scratches in the tunnel here and there, much like the ones in the earlier section of tunnel.

One spot in the bend is damp and slightly muddy. There are some odd tracks left here, resembling large, square-toed and square-heeled flat boots.
Mar 12, 2016 3:26 am
CancerMan says:
"Well," begins Zangua, "let's look at it this way; if we're having a hard time finding your friend, chances are that cult is, too. I mean, if it were made easy for us, you'd think they'd have gotten to her by now."
"True enough, I suppose." Leth says as they walk back towards the previous chamber. "I'm just worried for her, is all. The more we find out about this cult, the more dangerous and unpredictable they seem... I hope she knows what she's doing."

As the tunnel begins to take a southern turn, Leth comments, "This seems promising..."
Mar 13, 2016 6:24 am
After 100' or so, the tunnel bends due south, and remains straight for about 60', after which it starts veering to the southwest.

Keep going?
Mar 13, 2016 2:00 pm
Encouraged by the footprint, although Zora would never wear such unfashionable footwear, Mordred presses on.
Mar 13, 2016 6:10 pm
The passage runs about 150', turning more and more to the west, still on a decline, then begins to widen. Here the tunnel looses the uncanny smoothness of the previous areas. It's rougher here, with mounds of earth in your path from chunks of the ceiling having fallen.

You start hearing something: a low, steady sound, like white noise, but faint.

The tunnel continues onward. After several hundred more feet it lets out into the side of a natural cavern, where you see the source of the sound: an underground river about 15' wide, running west-by-southwest. There's about five feet of dry bank on either side of it.
Mar 13, 2016 6:46 pm
Zangua takes this opportunity to refill his waterskin, and take a drink.
Mar 13, 2016 7:11 pm
The water is cold and clean-tasting.
Mar 14, 2016 4:29 am
Leth slowly approaches the riberbank, examining the ground as he goes. He hopes the earth will be damp enough that he can find some trace of Zora, or anyone else, passing through here. So far the trajectory of the tunnel has been promising, so it seems likely that this tunnel may lead to Hazard. He is beginning to feel a bit more hopeful.
Last edited March 14, 2016 4:30 am

Rolls

Investigation - (1d20+4)

(17) + 4 = 21

Mar 14, 2016 5:10 am
Leth finds a few more of those squared-off bootprints, heading downstream on the near bank.
Mar 14, 2016 5:14 am
"More footprints here; they're heading downstream. Though whether they're Zora's or not... Well, we can hope." He says, straightening up and gesturing to the footprints. He then also takes a brief moment to refill his water skin.
Mar 14, 2016 12:45 pm
Mordred perks up at the continuation of the footprints. He tries to figure out if they are possibly Zora's, based on their size and what he remembers of her footwear when she left Sthombo under his guidance.

Rolls

Insight - (1d20+2)

(4) + 2 = 6

Mar 14, 2016 1:23 pm
Does the path continue alongside the river?
Mar 14, 2016 3:51 pm
Zora had normal-size feet and no predilection for unusual footwear as far as Mordred remembers.

You can walk alongside the river indefinitely in either direction.
Mar 14, 2016 3:55 pm
"Square-toed and square-heeled," reminds Zangua. "You think it's the metal man?"
Mar 14, 2016 4:45 pm
The farm-hand's description of the metal man plays over in Felor's head again and he shivers.
"Could be. But let's hope not."
Felor looks closer to examine the strange tracks - maybe something about the indentation or gait pattern can indicate if this was a person or the... construct?

Rolls

Survival skill check - (1d20+4)

(14) + 4 = 18

Mar 14, 2016 5:09 pm
Downstream means to the west-southwest, right?

As Felor finishes examining the tracks, Mordred pushes the group to move faster. "We finally have a chance to make up some time on Zora and her pursuers, let's make haste!"
Mar 14, 2016 5:09 pm
It's an odd print, and you can only get a decent look at it where the ground is damp. The depth suggests that the person -- or thing -- making the prints is fairly heavy.
Mar 14, 2016 8:01 pm
Leth passes a quick glance around the immediate area to see if there was anything else worth noticing, then follows Mordred further into the cavern.

Rolls

Perception - (1d20+4)

(7) + 4 = 11

Mar 14, 2016 8:06 pm
I'd like to see Perception rolls from everybody, please, as you walk downstream.
Mar 14, 2016 8:11 pm
Zangua follows the group, habitually scanning his surroundings. He remains close to the cavern wall and away from the river.

Rolls

Perception - (1d20+5)

(6) + 5 = 11

Mar 14, 2016 9:05 pm
Mordred tries to shield his eyes somewhat from his compatriots' torches and lanterns so that his darkvision might reveal some clues.

Rolls

Perception - (1d20)

(8) = 8

Mar 14, 2016 10:03 pm
OOC:
We're really good at perceiving today
Mar 14, 2016 10:11 pm
You follow the river about a quarter mile downstream.

Some elongated white mushrooms grow at the base of the cavern wall on the other side of the river. So far, nothing else out of the ordinary has caught the party's attention.
Mar 14, 2016 10:18 pm
Seeing nothing important, Leth keeps following the river.
Mar 14, 2016 11:55 pm
"Looks like a river to me..."

Rolls

Perception - (1d20)

(8) = 8

Mar 15, 2016 4:37 am
The party continues for another half mile. The river bends more and more to the south, and you start seeing more and more limestone rocks of varying size in the water, on your walkway, in the earthen walls of the cavern.

At one point, the contours of the riverbank flatten out for a muddy 10' stretch nearly level with the water. There are no footprints in the mud.
Mar 15, 2016 8:52 am
Seeing the print-less mud, Leth stops, confused.

"Hold on..." He half mumbles, a puzzled look on his face. "Did we miss something?" He takes another look at the mud, and then turns to Mordred. "Maybe we passed a hidden tunnel somewhere... We should go back. Take a more thorough look. I think-" Suddenly his eyes widen, and his hands go to his bow as another possibility occurs to him.

"Or." He says cautiously, glancing around the cavern. "The hunter has now become the hunted."
Last edited March 15, 2016 2:10 pm
Mar 15, 2016 9:02 am
Zangua casually looks around and says simply, "Maybe it just crossed the river."
Mar 15, 2016 9:32 am
"If it was the metal man - and the tracks suggest it was - I'd say he- it could easily ford the river. Maybe it just walked downstream," Felor suggests, hoping that Leth was wrong. Nevertheless he adjusts his grip on his spear and scans the surroundings.

Is there a path on the other side of the river?

Rolls

Perception check - (1d20+2)

(16) + 2 = 18

Mar 15, 2016 2:09 pm
OOC:
For some reason, the way I saw it in my head (at 3:30 in the morning after getting home from work) made it seem like the river itself had lessened to mud, and I thought going through the mud was the only way to continue... After a bit of sleep and re-reading it, that *does* seem like a bit of a false assumption and over reaction... Ah well. ¯\_(ツ)_/¯

How deep is the river?
Last edited March 15, 2016 2:12 pm
Mar 15, 2016 2:25 pm
Cool. Cool cool cool. Disappearing metal golems.

Beginning to panic, Mordred lets the rest of the party check out the far bank while he hurriedly doubles back on their side of the river, checking for clues they might have missed. Perhaps coming from the other direction gives him a chance to see something that was not as obvious walking downstream?

Rolls

Investigation/Perception (same modifier) - (1d20)

(11) = 11

Insight into what the person/thing leaving these tracks might have done? - (1d20+2)

(17) + 2 = 19

Mar 15, 2016 2:53 pm
Shamush looks down a the prints where the stopped and then back up the trail they followed. He looks around in agitation. He reaches into the water to feel around for the bottom.

The ceiling is low, right? Being traumatised by that scene in Aliens, as a kid, I'm always tempted to look up.

Rolls

Perception - (1d20+3)

(1) + 3 = 4

Mar 15, 2016 4:02 pm
There is a walkable bank on the other side of the river. The river is about 5' deep, and the ceiling is about 12' above the water level.

Mordred, how far back are you willing to backtrack at this point? You've been following the river for about three quarters of a mile so far.
Mar 15, 2016 4:08 pm
OOC:
I have a theory about the scratches - the robot man is holding his staff sideways and the end is scratching the wall. Why he's doing that, not sure. Pushing a captive forwards maybe?

Also: just to recap, the river is 15 feet wide and 5 feet deep. Pretty hard (but not impossible) to cross, although if it's fast flowing it'd be pretty risky. Although a robot could do it easily.
Last edited March 15, 2016 4:20 pm
Mar 15, 2016 4:21 pm
Let's say I'll walk back quickly but attentively for a max of 10 minutes, so maybe that gets me a half mile?
Mar 15, 2016 4:32 pm
Updated map

http://i.imgur.com/T0pWkrk.jpg

Just realized I made the river flow due west rather than WSW, but close enough.
Last edited March 15, 2016 4:33 pm
Mar 15, 2016 4:43 pm
That looks...way better than my map. Wow.

After about eight minutes of backtracking, Mordred spots a faint bootprint, giving something of a limited range for where the bootprintleaver could have left the near bank.
Mar 15, 2016 5:15 pm
I've got to say, there is so much I want to explore in this map, and if our mission were not so tightly focused I would be pushing to do all sorts of stuff. I hope maybe we can get back to the Badgerways later in the campaign.
Mar 15, 2016 5:16 pm
Mordred runs back to the group, explaining his find and suggests fording the river to check the far bank.
Mar 15, 2016 5:17 pm
Yeah, you guys are following your quest log instead of going sandbox.
Mar 15, 2016 5:38 pm
Haha, yeah, maybe we should be grinding on some of these sidequests before hitting the main story missions. The bosses might be too overpowered if we don't level up.
Mar 15, 2016 5:49 pm
"Is it safer to cross back there?" asks Zangua. "Mind you, I left my rope back at the entrance. Anyone have more?"
Mar 15, 2016 5:50 pm
The river is only about 15' wide and 5' deep, with a strong but not dangerous current. You can cross safely at any point.
Mar 15, 2016 5:52 pm
"We can cross here and see if we can pick up the trail. If not, then we can double back."
Mar 15, 2016 8:18 pm
Going down the other side of the river, you see no evidence of the squared-off bootprints.
Mar 15, 2016 8:24 pm
OOC:
(╯°□°)╯︵ ┻━┻
Mar 15, 2016 8:26 pm
Your immediate options right now seem to be:

a) keep going
b) go back
c) carefully search the (~1/3 mile) area where the prints disappeared
Mar 15, 2016 10:33 pm
Twisting his dagger in his hand Vad is wondering if this thing just walked right down the middle of the river.

"I'm wondering if this thing just walked right down the middle of the river." he says, sharing his thoughts with the others. "Best way not to leave tracks that I can think of." He'll then suggest that they go back to the last sighting of the tracks, follow them closely, and if nothing obvious shows up that determines what happened that the party simply continues following the river.
Mar 15, 2016 10:50 pm
OOC:
I don't think we need to go level-grinding... I trust Octo to level us up as necessary ;)
Our mission right now is just so time-sensitive that I don't think our characters could or would consider going off track; perhaps once we've found Zora that might be alleviated a bit?
I definitely would like to come back here later if we get the opportunity. New Goblin City sounds like THE BEST time.
Leth nods in agreeance with Vad's words.

"If these tracks do belong to the 'metal man', we should also remember we don't know how much it's capable of... I'm no expert on magic, but perhaps it has some way of moving without leaving tracks? What if it could fly, or travel instantaneously from one location to another without walking?" He shrugs. "I don't know if such things are possible, but my understanding of magic is that with enough training, one can do almost anything... And we really don't know who - or what - we're dealing with here."

"And of course, if it did decide to walk down the middle of the stream to avoid leaving tracks, we would have to assume it knows it's being followed. It could easily be waiting for us further down the cavern, or even nearby."
He says in a hushed voice. "But it seems more likely to me that we missed something during our walk - a hidden side tunnel, perhaps? I say before we venture further ahead, we backtrack to the last footprint we found and do some searching. Just be careful; I think the possibility that it is alerted to our presence is a real one."
Mar 15, 2016 11:00 pm
Anyone going back to search needs to give me an Investigation roll.
Mar 15, 2016 11:49 pm
Mordred looks for a secret tunnel or passage.

EDIT: uggggggh
Last edited March 15, 2016 11:50 pm

Rolls

Investigation - (1d20)

(3) = 3

Mar 15, 2016 11:57 pm
OOC:
What do you call a crocodile wearing a vest?

An investigator!

... that may be the worst joke I know.
OOC:
ETA: Almost as bad as that roll...
Last edited March 15, 2016 11:58 pm

Rolls

Investigatin' - (1d20+4)

(5) + 4 = 9

Mar 16, 2016 12:05 am
Walking back the way the party originally came Vad continues to spin his dagger as he slowly scans his surroundings.

Rolls

Investigation - (1d20+1)

(19) + 1 = 20

Mar 16, 2016 12:09 am
Zangua waits where the party was last, mostly as a placeholder for the amount of progress made. He waits for word from the investigators on where to go next.
Mar 16, 2016 6:59 pm
Pacing along the near bank, something catches Vad's eye about two hundred yards back from where Zangua is marking your progress.

There's a large, triangular chunk of limestone in the wall, about 5' high and half as wide at the base. What Vad notices is that the earth surrounding it isn't quite flush with the stone; there's a slight, almost imperceptible gap, as though somebody had just started to meticulously chisel the stone out of the earthen wall.

Vad taps on the stone a few times, feels around the edge with his fingers, then sticks the point of his dagger into the gap on the left side and applies a bit of leverage.

The "stone" pops open, swinging outward on the hinges on its right side to reveal a tunnel only slightly larger than the door itself. It leads northwest, perpendicular to the river, with an upward incline.
Mar 16, 2016 7:16 pm
If you didn't just hear this sound, I don't know what to tell you.
Last edited March 16, 2016 7:17 pm
Mar 16, 2016 7:41 pm
Mordred slips through the opening, silently and in the dark, hoping to get the jump on anything that might be waiting for them on the other side.

Rolls

Stealth - (1d20+5)

(4) + 5 = 9

Perception - (1d20)

(13) = 13

Mar 16, 2016 10:00 pm
The tunnel runs for about 60' before exiting to a larger room. There's nothing inside the tunnel, no room for anything to be hiding in it.
Mar 16, 2016 10:03 pm
"Hey, I found a secret pas..." but before Vad can finish his sentence, Mordred is already off exploring, "...sage..."

Vad will wave Zangua over if he hasn't already started down this way.
Mar 16, 2016 10:05 pm
Zangua looks at Shamush and jerks his head back down the cavern, then pads off to join the others and the newly-discovered door.
Mar 17, 2016 2:38 am
Smamush looks impressed and and pats Vad on the shoulder, saying, "Good eye, chum." He marvels at the door, feeling around its edge, trying to determine how it functions, but not really expecting to glean much understanding. Lowering his torch to look at the entrance, he says, "Looks like it goes up. Up is good!"
Last edited March 17, 2016 2:45 am
Mar 17, 2016 3:30 am
Leth follows them to the tunnel entrance and peers inside.
"Perhaps our quarry decided to leave? This looks like it may be a hidden entrance back up to the surface..." He says, looking at the incline.
Mar 17, 2016 12:08 pm
Mordred gathers the rest of the crew and heads into the larger chamber.

Rolls

Stealth - (1d20+5)

(4) + 5 = 9

Mar 17, 2016 3:55 pm
The chamber is thimble-shaped, about 30' wide and 40' high. There is one exit directly opposite the tunnel you entered from, leading northwest, and on either side of that exit are tunnels leading west and north. To the right of the entrance, an earthen ramp leads up to a 3' wide ledge about halfway up the chamber, and from that ledge another tunnel exits to the northwest.

There are a great many scratch marks on the walls here, on the ground level and up alongside the ramp and around the upper ledge.
Mar 17, 2016 11:40 pm
Frustrated at the apparent never ending choices of directions to take Vad blurts out "Now what?"

He'll approach the earthen ramp and take a closer look at the scratches in that location.

Rolls

Investigation - (1d20+1)

(11) + 1 = 12

Mar 17, 2016 11:50 pm
As before, the scratches are short and fairly uniform except insofar as they run in varying directions. There's quite a lot of them in this chamber.
Mar 18, 2016 10:31 am
Do the scratches follow a path up the ramp and through that exit or are they everywhere in the room?
Mar 18, 2016 11:57 am
Mordred looks for a pattern in the scratches as well

Rolls

Investigation - (1d20)

(3) = 3

Mar 18, 2016 3:45 pm
Mordred can see no evident pattern in the scratches. They don't appear to "lead" to any particular exit.
Mar 18, 2016 4:14 pm
Zangua tries to make his own scratch, gouging into the side of the cavern with his dagger.
Mar 18, 2016 4:15 pm
Zangua succeeds in scratching the wall.
Mar 18, 2016 8:12 pm
OK, based on nothing but a hunch, I say the top level exit.
Mar 18, 2016 8:51 pm
Mordred scouts out the upper-level exit.

The tunnel from there runs about 100' with a slight incline, bending due west about halfway through. It lets out into the southeast corner of a long, more-or-less rectangular chamber, about 30' wide from east-to-west and longer than the 60' Mordred's darkvision will allow him to see without going inside and looking around...
Mar 20, 2016 4:35 pm
Are you guys proceeding into this chamber?
Mar 20, 2016 7:25 pm
Yes, let's go.

Rolls

Stealth - (1d20+5)

(7) + 5 = 12

Mar 20, 2016 7:36 pm
This chamber is 30'x90', with a 10' high ceiling. There are lots of scratches here too, on the west wall and the ground. There is one exit from this chamber, leading north.

Perception checks for everyone.
Mar 20, 2016 7:44 pm
"More scratches..." Vad mumbles as he takes a look about the room.

Rolls

Perception - (1d20)

(16) = 16

Mar 20, 2016 8:08 pm
Zangua twiddles his dagger, tapping the scratches on the wall.

Rolls

Perception - (1d20+5)

(3) + 5 = 8

Mar 20, 2016 8:26 pm
Vad stops. He heard something: a faint, echoey scraping sound coming from the north exit. Holding up a hand to shush the other party members, he creeps closer to the north end of the chamber, listening.

He hears scraping, dragging sound. And voices.
Mar 20, 2016 8:36 pm
With his left index finger held up to his lips Vad kneels down and motions who ever may be closest to come have a listen. "Someone is talking" he whispers as he strains to pick up on the conversation.

Rolls

Perception [Listening[ - (1d20)

(14) = 14

Mar 20, 2016 8:42 pm
The voices are indistinct murmurs, but with a high sharpness in their tone. Angry whispers, perhaps. The scraping continues. It all sounds like it's getting louder--and therefore, closer.
Mar 20, 2016 8:43 pm
Zangua crouches, sheathing his dagger to draw his hand crossbow. He waves to Felor to hood the light.
Mar 20, 2016 8:57 pm
Mordred's darkvision lets him see that the north exit leads to a 30' tunnel that ends in a T-intersection.

The voices--agitated whispers and clipped exclamations--keep getting louder. So far, none of you can tell the language being spoken.
Mar 20, 2016 9:14 pm
Vad will back away from where the noises are coming from and find a decent location to lay in wait. Sheathing his dagger he'll reach into his pocket and retrieve his arcane focus, a small stone cat figurine.
Mar 21, 2016 3:49 am
Are y'all taking a wait-and-see approach here?
Mar 21, 2016 4:17 am
OOC:
I am suddenly very afraid.
Being alerted to the approaching figures, Leth sidles up almost to the tunnel opening, back against the wall and bow drawn, ready - although nervous - to meet whatever emerges from the tunnel.
Mar 21, 2016 4:46 am
The dragging sound stops. You hear quick footsteps.

Is anyone looking down the tunnel, or are you all staying out of view?
Mar 21, 2016 10:46 am
Felor extinguishes the light emanating from his spear, before slinging his shield off his back and readying for whatever is about to emerge from the tunnel.

Staying back from the entrance, off to the side of the chamber.
OOC:
Hmm - scraping noise/scratches - someone looking for a hidden door?
Mar 21, 2016 12:02 pm
Mordred approaches the tunnel.

Rolls

Stealth - (1d20+5)

(8) + 5 = 13

Perception - (1d20)

(16) = 16

Mar 21, 2016 3:49 pm
Mordred looks down the tunnel.

Two figures dart into view from the west of the intersection. Small creatures with large ears, clutching short spears.

Goblins.

They stop and look down the tunnel. Mordred freezes, afraid that if he moves out of their line of sight, they'll see the motion. But it doesn't matter. One of the goblins screams and points down the tunnel with his spear. The other starts to run back to the west, but is immediately shoved back by a much larger goblin carrying an axe over his shoulder. This one barks a single word, and more goblins start filling the tunnel, charging toward the party. Three, four, five, six of them...and they're still coming...

You've got company! Roll for initiative!
Mar 21, 2016 3:55 pm
"Huh," remarks Zangua, almost too casually. "Maybe they moved their city."

Rolls

Initiative - (1d20+2)

(16) + 2 = 18

Mar 21, 2016 4:29 pm
Mordred jumps out of the tunnel entrance, and attempts to flatten himself against the wall of the chamber, so that the goblins rush past him into the room.

Not sure if this is possible as part of initiative, but Mordred is trying to Hide in preparation for a Sneak Attack.

Rolls

Initiative - (1d20+3)

(7) + 3 = 10

Stealth - (1d20+5)

(20) + 5 = 25

Mar 21, 2016 4:32 pm
Felor steels himself for combat.

Rolls

Initiative - (1d20+1)

(5) + 1 = 6

Mar 21, 2016 8:57 pm
Nine goblins fill the hall, running toward the chamber. Wearing piecemeal armor, they carry wooden spears with fire-hardened tips, save for one wielding a broken longsword two-handed. Taller by a head than the others, their leader stands behind the nine, at the intersection, holding his double-bladed axe.

Gonna roll for the goblins in groups of 3 while we wait for Shamush, Leth, and Vad to roll initiative.

Rolls

Goblin group A initiative - (1d20+2)

(18) + 2 = 20

Goblin group B initiative - (1d20+2)

(13) + 2 = 15

Goblin group C (includes sword goblin) initiative - (1d20+2)

(8) + 2 = 10

Goblin boss initiative - (1d20+2)

(4) + 2 = 6

Mar 21, 2016 9:28 pm
"Nasty little things!" Vad thinks as he sizes up the hallway entrance and the positions of the goblins.
OOC:
Going to Web them, given the chance.

Rolls

Initiative - (1d20+2)

(14) + 2 = 16

Mar 21, 2016 9:38 pm
I say we kill the broadsword one first, because you just know he finds a way to humblebrag about his broadsword all the time. "Ugh, this effing sword is so heavy, and the sharpening! Don't get me started. Never used to have these #swordproblems back in the day with my good old wooden spear."
Mar 21, 2016 10:09 pm
Rather relieved to see they're not staring down a large metallic humanoid, Leth readies himself for combat.

Just goblins... we can handle this.

Rolls

Inish' - (1d20+3)

(15) + 3 = 18

Mar 22, 2016 1:04 pm
Shamush tosses his torch to the ground ahead of the party and reaches for one of his throwing axes. He watches the goblins approach with glittering eyes.

Rolls

Initiative - (1d20+2)

(10) + 2 = 12

Mar 22, 2016 4:09 pm
Here is the order of combat. If two players are tied for initiative, whoever posts first goes first.

1. Goblins A
2. Leth, Vad, Zangua
3. Goblins B
4. Shamush, Mordred
5. Goblins C
6. Felor
7. Goblin Boss


Having successfully hidden himself, Mordred can make an opportunity attack as the first three goblins charge into the room. After that, regular combat will begin.

The first three goblins to exit the tunnel blindly thrust their spears around the corners and spin around as they come through, ending up back to back, crouched on their heels, ready to spring into action. Clearly these goblins are no stranger to tactical cavern combat, but as they prepare to strike, none of them seem to notice the Mordred-shaped lump nearby...
Mar 22, 2016 4:21 pm
So, if I'm attacking without being seen, that means I have advantage on the attack, which means I can Sneak Attack, if I'm interpreting the rules correctly. Feel free to only use my first attack roll and regular damage roll if that is not the case.

Hearing the goblins rush down the hall, Mordred notches an arrow to his bowstring, and as they enter the chamber, he lets it fly.

Rolls

Attack - (1d20+3)

(4) + 3 = 7

Attack (Advantage) - (1d20+3)

(8) + 3 = 11

Short Bow Damage - (1d6+3)

(6) + 3 = 9

Sneak Attack Damage - (1d6)

(1) = 1

Mar 22, 2016 4:31 pm
Mordred fires an arrow over the goblins' heads and into the wall. As the second wave of goblins rushes into the chamber, the first three -- as goblins are wont to do -- swarm towards whoever they size up as the biggest threat: the big barbarian, Shamush. As goblins are also wont to do, they leverage their small stature as best they can and aim for the groin.

Edit: Skilled at evading such attacks, Shamush deftly pivots, denying the wooden spearpoints purchase.

Leth and Zangua, you're up next!

Rolls

Goblin A1 spear attack vs Shamush - (1d20+4)

(2) + 4 = 6

Goblin A2 spear attack vs Shamush - (1d20+4)

(4) + 4 = 8

Goblin A3 spear attack vs Shamush - (1d20+4)

(11) + 4 = 15

Mar 22, 2016 4:40 pm
Zangua fires his hand crossbow at one of the goblins attacking Shamush. The steel in his eyes betray his concern at facing such a large number of opponents in tight quarters. He doesn't bother to reload, instead drawing his club and one of his handaxes to prepare for melee.
OOC:
Unsure if I am able to draw two weapons after firing the crossbow. I can edit my actions accordingly.

Rolls

Hand Crossbow vs Goblin A1 - (1d20+4, 1d6+2)

1d20+4 : (19) + 4 = 23

1d6+2 : (1) + 2 = 3

Mar 22, 2016 5:12 pm
You can go ahead and draw after firing.

Zangua fires a bolt between the shoulder blades of the first goblin to lunge at Shamush. It screams, whipping its head around, and the second wave of incoming goblins start to circle up around Zangua.

Leth and Vad are up next!
Mar 22, 2016 6:25 pm
Do you mind if I switch Smamush to drawing his club instead of his throwing axe? I thought we had a round of ranged combat before the groups came together.
Mar 22, 2016 10:14 pm
Disappointed that the opportunity to catch the beasts in a web has passed Vad quickly changes tactics. With a few highly recited words and quick flick of his wrist he sends a ray of frost at one of the goblins just starting to encircle Smamush.
OOC:
He's aiming for one of the gobos in the B group.
EDIT: How about I actually roll some dice...
EDIT 2: Fly on a random creature within 60'
Last edited March 22, 2016 10:18 pm

Rolls

Attack Roll, Damage - (1d20+5, 1d8)

1d20+5 : (2) + 5 = 7

1d8 : (5) = 5

Wild Magic Roll - (1d20)

(1) = 1

Wild Magic Surge - (1d100)

(88) = 88

Mar 22, 2016 10:30 pm
The goblin Vad aims at lifts his leg just in time, and the ray of frost sprays a frozen fractal pattern on the ground. The cold won't bother that goblin today!

Let's see...six party members, minus Vad, and ten goblins, all within 60'...can this thing roll a fifteen-sided dice? 1=Shamush, 2=Zangua, 3=Leth, 4=Felor, 5=Mordred, 6-8=goblins A, 9-11=goblins B, 12-13=goblins C, 14=sword goblin, 15=goblin boss

Edit: Felor suddenly feels light on his feet. Very light. He starts to drift upwards...

Felor, you can Fly! This magical effect will last for 10 minutes.

Rolls

Wild magic target - (1d15)

(4) = 4

Mar 22, 2016 10:41 pm
Leth has the next action, then the goblins surrounding Zangua will go.
Mar 23, 2016 9:24 am
holy shit! lol
Can I control my flying movement or is it like gravity just shut down and I'm floating around?
Edit: OK, I'm assuming I'm under the "Fly" spell and have full control over movement, correct?
Last edited March 23, 2016 12:15 pm
Mar 23, 2016 5:59 pm
Yes, you have been granted the full powers of flight, in this enclosed, low-ceilinged, underground cavern!

Waiting on Leth
Mar 24, 2016 9:41 am
When it gets to my turn can you give me a rough layout of everyone's position?This is for the purposes of an AOE spell.
Mar 24, 2016 2:06 pm
Maybe skip Leth for now and let him jump back into the order once he's ready? No offense to thedandyman, as I know I've been too busy to check in for a couple days from time to time, but I'd hate to lose momentum at this point in the action.
Mar 24, 2016 4:14 pm
Yeah I'm gonna let the Goblins B group have their turn and bump Leth to the Shamush/Mordred slot. Felor, I have Mordred crouched just to the west of the north exit, Vad on the other side, Shamush standing a few yards back from the exit and Zangua a little ahead and to his left, Leth and Felor to his right.

The goblins surrounding Zangua start to harry him with their spears.

Rolls

Goblin B1 spear attack vs Zangua - (1d20+4)

(18) + 4 = 22

Goblin B2 spear attack vs Zangua - (1d20+4)

(13) + 4 = 17

Goblin B3 spear attack vs Zangua - (1d20+4)

(18) + 4 = 22

Mar 24, 2016 4:18 pm
Oh, Zangua. Ouch.

The goblins nimbly drive their spears up past the boiled leather panels of Zangua's armored skirt.

Edit: Argh, can't fix typos in dice roll captions! Leth, Mordred, and Shamush can go now.

Rolls

Zangua's damage from 3 goblin spear hitsm (1d6+2 ea.) - (3d6+6)

(145) + 6 = 16

Mar 24, 2016 4:46 pm
Whoa, tough gerblins!

Mordred slips behind the already wounded goblin and slashes at him with his rapier. He then Disengages with the melee and retreats to the wall of the room.

Rolls

Attack (Rapier) - (1d20+5)

(7) + 5 = 12

Damage + Sneak Attack (allowed if target is within 5 feet of another enemy) - (1d8+3, 1d6)

1d8+3 : (1) + 3 = 4

1d6 : (2) = 2

Mar 24, 2016 4:53 pm
OOC:
Sorry, all. Busy work week, and this weekend is going to be even busier. Probably won't have time to hop back on again until sunday afternoon.


As the goblins swarm into the cavern, Leth backs up, putting some distance between himself and their spears, and lines up a shot at one of the goblins attacking Zangua - he looked like he'd just taken some nasty hits.

Leth will move as far away from the goblins as he can - up to 30 feet - while still being able to see and attack the goblins, just to try and keep himself out of melee range (Unless that would provoke an AoO, but if I'm reading these posts correctly, I don't think there are any goblins close enough to him for that). Then he will shoot an arrow at one of the goblins in group B
Last edited March 24, 2016 4:54 pm

Rolls

Attack Roll - (1d20+7)

(10) + 7 = 17

Damage Roll - (1d8+3)

(6) + 3 = 9

Mar 24, 2016 5:45 pm
In the confusion of battle, Mordred's rapier slash goes wide, and misses its target.

Leth, however, backing away cautiously, waits for his moment. Just as one of the goblins yanks his spear out of Zangua's thigh, he looses an arrow. It flies straight over the torch burning on the ground and pierces the goblin's ribcage right under his arm. Without an utterance, he falls to the ground.

"Maglubiyet alak mel!" the goblin next to him shouts.

"Maglubiyet alak mel! Maglubiyet alak mel!" all the other goblins call back. The last three come running out of the tunnel, full speed toward Leth.

"Maglubiyet a zun dur mel!" the goblin boss roars, following them.

Shamush, you're up!
Mar 24, 2016 9:35 pm
OOC:
Gonna go ahead and make my next post because I don't know if I'll be around to do it when it's actually my turn; throw this in it's appropriate place in the initiative order.
Leth continues to back up as far as he can while still staying close enough to Felor and his glowing spear that he can see, (perhaps that's not very far, if indeed he can still back up at all) and lets loose another arrow, this time aimed at one of the goblins that had turned its attention towards him.

Rolls

Attack roll - (1d20+7)

(12) + 7 = 19

damage roll - (1d8+3)

(5) + 3 = 8

Mar 25, 2016 1:24 am
Shamush is driven up against the wall of the cavern by the onslaught of the goblins, his shield deflecting blows. He grunts as he hits stone and shakes his head, breathing sharply through his nose. Letting out a strangled growl, he lifts his wicked club into the air and tries to push his assailants back, a faraway look in his eyes.

Attacking the closest goblin. Activating barbarian rage (+2 damage, resistance to bludgeoning/slashing/piercing), as well as (Path of the Berserker's) Frenzy, which will give me a bonus attack starting on my next round and continuing until the rage runs out.

Rolls

Attack Goblin! - (1d20+4)

(16) + 4 = 20

Damage Goblin! - (1d8+4)

(6) + 4 = 10

Mar 25, 2016 2:37 am
The last goblin to strike at Shamush looks up just in time to see the club that ends his life swinging down on his face, crushing his skull like an overripe sourmelon.

"Maglubiyet alak mel!" the goblins cry.

Of the last three goblins to exit the tunnel, the two spear-carriers wheel around to join the circle around Shamush, thrusting with their crude weapons, but the sword-wielding goblin charges toward Leth and with a wordless battle cry, swings for his legs.

Edit: One of the goblins manages to jam his spearpoint into Shamush's thigh.

So, no damage taken because of your Rage resistance.

The Fantastical Flying Felor is up next!

Rolls

Goblin C1 spear attack vs Shamush - (1d20+4)

(6) + 4 = 10

Goblin C2 spear attack vs Shamush - (1d20+4)

(19) + 4 = 23

Sword Goblin sword attack vs Leth - (1d20+4)

(3) + 4 = 7

Spear damage to Shamush - (1d6+2)

(5) + 2 = 7

Mar 25, 2016 2:58 pm
The resistance rules are new to me, but as I understand it, I take half damage? Is that right? Rather than no damage. So 4 HP in this case?
Last edited March 25, 2016 2:58 pm
Mar 25, 2016 3:48 pm
PHB layout as awesome as ever, that is correct, half damage, so, 4 damage.
Mar 27, 2016 10:50 am
Sorry, it's a 4-day weekend over here so been busy.

Couple of questions:
How low is the ceiling?
If I cast an AOE with a 20ft radius (so 40ft across) can I catch just goblins in it, or is everyone too close together?
Mar 27, 2016 3:31 pm
The ceiling is 10' high. You can't really AoE without hitting Zangua, Shamush, and Mordred.
Mar 27, 2016 7:19 pm
Felor suddenly feels light-headed and almost panics as his feet drift away from the cavern floor, but quickly realises he's able to control the path of his flight and isn't about to helplessly float to the cavern's ceiling.
"By gods, praise be to Fjorgyn!" he exclaims, suddenly full of holy fervour. Scanning the melee in the cavern from his elevated position, he sees the single sword-wielding gobbo careening towards Leth, while Shamush is becoming increasingly surrounded by spear-goblins. Deciding that Leth can likely cope with the single opponent, he decides to glide over to assist Shamush. Somehow just formulating that plan in his mind starts Felor floating at speed over the combatants and he lands smoothly behind one of the creatures threatening Shamush, immediately stabbing towards it with his spear.

Spear attack vs one of the spear-gobbos currently surrounding Shamush. Do I get any bonus for attacking from behind/the side of the enemy?
This is my impression of the state of play, possibly Leth killed an extra goblin attacking Zangua but it wasn't clear if the arrow had killed it or not.

https://dl.dropboxusercontent.com/u/2784657/2016-03-27%2020.08.27.jpg

Rolls

Spear attack - (1d20+4)

(12) + 4 = 16

Spear damage (piercing) - (1d6+2)

(1) + 2 = 3

Mar 27, 2016 10:51 pm
Diagram looks great. The goblin Leth shot (from B group) is dead. Zangua wounded one of the A group goblins (the ones around Shamush) with his crossbow, do you want your spear attack to have targeted the already wounded one, or the unharmed one?
Mar 27, 2016 11:00 pm
The wounded one, and it's that one I was confused about actually not Leth's target.
Last edited March 27, 2016 11:01 pm
Mar 28, 2016 1:08 am
Felor glides up and across the ceiling like a liquid shadow, descending to jab a glancing blow at the wounded goblin, who staggers away from the aerial onslaught, alive but barely.

Striding out of the tunnel, the goblin boss lowers his axe, sizing up the scene. He proceeds straight toward the most wounded adversary, Zangua, raising his axe high above his head, ready to strike a mortal blow...

Edit: Zangua's armor saves him. Next combat round to begin shortly...

Rolls

Axe attack vs Zangua - (1d20+4)

(7) + 4 = 11

Mar 28, 2016 2:19 am
Round two! Same order!

Status changes
Goblin group A: one dead, one injured
Goblin group B: one dead
Shamush: slightly injured
Zangua: injured
Felor: can fly


The wounded goblin makes a wild and desperate lunge for Shamush's legs while his surviving companion positions himself for a more deliberate attack.

Edit: Once again, the barbarian effortlessly dodges the spear thrusts.

Playing Leth's banked attack now.

Leth quickly crab walks a few yards away from the sword goblin, toward the corner where Felor is hovering, and shoots an arrow at his attacker. It buries itself below the goblin's breastbone. He drops his sword.

"Maglubiyet..." he croaks, and falls dead.

"Maglubiyet alak mel!"
the other goblins shout.

Vad and Zangua, it's your turn!

Rolls

Goblin A1 (wounded) spear attack vs Shamush - (1d20+4)

(10) + 4 = 14

Goblin A2 spear attack vs Shamush - (1d20+4)

(3) + 4 = 7

Mar 28, 2016 2:36 am
Resisting the urge to cast a sleep spell on the whole melee, Vad instead points his fingers at the two goblins assaulting Shamush and launches two magical projectiles at each.
OOC:
Casting Magic Missile using a level 2 spell slot.

Rolls

First Goblin Missile Damage - (2d4+2)

(43) + 2 = 9

Second Goblin Missile Damage - (2d4+2)

(22) + 2 = 6

Wild Magic Roll - (1d20)

(18) = 18

Mar 28, 2016 2:54 am
Two green bolts of thaumaturgical energy rocket from Vad's fingertips into Shamush's attackers, flinging them like rag dolls into the corner. The previously uninjured goblin quickly, but shakily, gets back up, but the other does not. The goblins cry out again.

"Maglubiyet a zun dur mel," the goblin boss grumbles.

Zangua is up.
Mar 28, 2016 5:01 am
As the larger target presents itself, Zangua focuses his attention on the goblin boss. He swings his handaxe across his body for the goblin's chest, following up with a pirouette and smash of the club to the head.

Zangua's legs keep moving, surging around the goblin boss to attack a third time with an uppercut chop of the axe.

Rolls

Handaxe vs Goblin Boss, Damage - (1d20+6, 1d6+4)

1d20+6 : (4) + 6 = 10

1d6+4 : (4) + 4 = 8

Club vs Goblin Boss, Damage - (1d20+6, 1d4+4)

1d20+6 : (14) + 6 = 20

1d4+4 : (4) + 4 = 8

Action Surge Handaxe vs Goblin Boss, Damage - (1d20+6, 1d6+4)

1d20+6 : (15) + 6 = 21

1d6+4 : (3) + 4 = 7

Mar 28, 2016 6:20 am
With sudden, explosive movements, Zangua attacks the goblin boss. He leans out of the way of the first swing of the axe, but he isn't expecting the whirling club that dashes the helmet from his head, or the rising axe that splits his jaw. Bloodied and dazed, the goblin boss staggers backward.

But the goblins still circling Zangua move in for another round of attacks...

Edit: Two more bloody holes are poked into Zangua's legs. It's becoming difficult to stand.

Mordred and Shamush are up!

Rolls

Goblin B1 spear attack vs Zangua - (1d20+4)

(11) + 4 = 15

Goblin B2 spear attack vs Zangua - (1d20+4)

(10) + 4 = 14

Spear attack damage - (2d6+4)

(54) + 4 = 13

Mar 28, 2016 5:43 pm
Shamush ducks the spearpoints, not seeming to notice the graze he suffered, and wrenches his club from the fallen goblin, sweeping it low, horizontal arcs towards his remaining assailants.

Two attacks thanks to the F-f-f-frenzy.

Rage: Round 2
Current HP 30/34

Rolls

Attack Roll #1 - (1d20+4)

(18) + 4 = 22

Attack Roll #2 - (1d20+4)

(7) + 4 = 11

Damage Roll #1 - (1d8+4)

(7) + 4 = 11

Damage Roll #2 - (1d8+4)

(1) + 4 = 5

Mar 28, 2016 5:45 pm
OOC:
Zangua is down to 2 HP out of 31. Fun times!
Mar 28, 2016 6:00 pm
Shamush smacks one goblin to the ground, dead, but the other ducks under his second swing, skittering a few steps away. Only one of the goblins by Zangua has the wherewithal to call out to Maglubiyet this time. The boss goblin, cupping his shattered jaw with one hand, drags his axe on the ground as he walks backwards toward the tunnel exit, eyes darting back and forth.

Mordred's turn!
Mar 28, 2016 6:25 pm
As he mutters an arcane joke under his breath, Mordred smooshes a handful of wild berries into a piece of waybread and waves a feather in the air at the healthiest goblin directly menacing Zangua.
Quote:
Tasha's Hideous Laughter

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (tiny tarts and a feather that is waved in the air)

Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fali prone, becoming incapacitated and unable to stand up for the duration. A creature with an lntelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Last edited March 28, 2016 6:26 pm
Mar 28, 2016 6:30 pm
Mordred holds out his ersatz tart and waves his feather behind it...

Edit: One of Zangua's attackers drops his bloody spear and doubles over, breathlessly contorting himself into shrieking, whooping giggle-fits. Meanwhile, one of the remaining unharmed goblins launches himself at Shamush...

Edit 2: Merely a scrape, for 2 (resisted) damage.

Felor, you're up!

Rolls

Goblin saving throw vs Tasha's Hideous Laughter - (1d20-1)

(10) - 1 = 9

Goblin C2 spear attack vs Shamush - (1d20+4)

(14) + 4 = 18

Spear damage vs Shamush - (1d6+2)

(1) + 2 = 3

Mar 28, 2016 6:39 pm
State of the battle update: the only surviving goblins are A3 (badly wounded), B1 (laughing uncontrollably), B2, C2, and the boss (badly wounded).
Mar 28, 2016 7:13 pm
Eyeing the goblin boss attempting to flee back down the tunnel, Felor fears he could call in reinforcements. Best to end this quickly, he thinks. Stabbing his spear at the nearest goblin, he then turns to the fleeing goblin commander and bangs his spear shaft against his shield, calling upon his deity: "Great Fjorgyn! Strike this creature down with your holy might!"
In a flash of light, a ghostly floating war hammer, shimmering with a golden glow, appears in the commander's path and rears back to swing at the creature.

Spear attack vs closest goblin.
Cast Spiritual Weapon in the boss gobbo's path (uses level 2 spell slot).
Last edited March 28, 2016 7:13 pm

Rolls

Spear attack vs closest goblin - (1d20+4)

(12) + 4 = 16

Spear damage (piercing) - (1d6+2)

(2) + 2 = 4

Spiritual Weapon attack vs goblin commander - (1d20+4)

(9) + 4 = 13

Spiritual Weapon damage (force) - (1d8+2)

(2) + 2 = 4

Mar 28, 2016 7:30 pm
Back up on its feet, the goblin that survived Vad's magic missiles take a split second to look down at his magical wound. That's all the time Felor needs to plunge his spear down into the back of the goblin's neck, killing it.

Next, he conjures a glowing, knotty wooden mallet, sustained by the strength of his faith in Fjorgyn, and sends it swinging through the air toward the goblin boss, who pivots away just in time to dodge the spectral weapon, which slams into the side of the tunnel opening, dirt spraying from the impact.

This is, evidently, the last straw for the goblin boss. He turns and starts running back down the tunnel.

Sorry, none of you are close enough for an opportunity attack. New combat round starts! All the goblins from group A are dead, so Leth, Vad, and Zangua go first. The only surviving goblins are B2 (behind Zangua) and C2 (facing Shamush). The goblin boss has just started running back down the tunnel.
Mar 28, 2016 7:34 pm
Seeing the Goblin Boss break out in a sprint away from the group, Leth sets his sights on him.
"Oh no you don't." He says as he moves into position to shoot at him, and lets the arrow fly.

Rolls

Attack Roll - (1d20+7)

(2) + 7 = 9

Damage Roll - (1d8+3)

(6) + 3 = 9

Extra Damage (Colossus Slayer) - (1d8)

(3) = 3

Mar 28, 2016 7:39 pm
OOC:
The Precision Strike battle maneuver says I can choose to use it "before or after making the attack roll, but before any effects of the attack are applied"... so I'm gonna do that.
Last edited March 28, 2016 7:40 pm

Rolls

Combat Maneuver - Precision Strike (Add to attack roll) - (1d8)

(3) = 3

Mar 28, 2016 7:42 pm
Despite his best efforts, Leth's arrow flies past its target, and the goblin boss keeps running.

Vad and Zangua, you're up.
Mar 28, 2016 8:00 pm
Despite their small size, Zangua knows that goblins are nasty creatures that can put on serious harm. He spins to take out B2 before it can resume an attack, swiping with his handaxe and smashing down with his club.

Rolls

Handaxe vs B2, Damage - (1d20+6, 1d6+4)

1d20+6 : (17) + 6 = 23

1d6+4 : (1) + 4 = 5

Club vs B2, Damage - (1d20+6, 1d4+4)

1d20+6 : (10) + 6 = 16

1d4+4 : (2) + 4 = 6

Mar 28, 2016 8:05 pm
Still dangerous despite his grievous wounds, Zangua wheels around, knocking the spear from the hands of the goblin behind him with his axe before smashing his club into the goblin's temple.

With all goblins in B group dead, Mordred, Shamush, and Vad can all go now.
Mar 28, 2016 8:16 pm
"Don't let him get away and summon reinforcements!" Mordred shouts and throws a Fire Bolt at the Goblin Boss.

ETA: Guh.
Last edited March 28, 2016 8:17 pm

Rolls

Fire Bolt attack, damage - (1d20+2, 1d10)

1d20+2 : (3) + 2 = 5

1d10 : (1) = 1

Mar 28, 2016 8:32 pm
OOC:
The goblin boss appears to have some sort of ward against good rolls
Mar 28, 2016 8:35 pm
Mordred sears the tunnel wall.

Shamush and Vad, you're up.
Mar 28, 2016 8:44 pm
I'll also run down the hallway to follow him, if it's not too late to add that. I can use my bonus Cunning Action to Dash if need be. I don't want to engage him, just stay close enough to not lose him.
Last edited March 28, 2016 9:31 pm
Mar 28, 2016 9:40 pm
Hearing the call to strike out at the goblin boss, Vad once again calls upon his magical missiles, launching a trio of the darts at fleeing creature.

Rolls

Magic Missile Damage (Level 1 Spell Slot) - (3d4+3)

(224) + 3 = 11

Wild Magic Roll - (1d20)

(12) = 12

Mar 28, 2016 9:45 pm
Mordred starts down the tunnel after the goblin boss, but three glowing bolts streak past him, striking the fleeing goblin in the back and flinging him face-first into the ground, right at the intersection. He convulses once, and then he is very still.

Shamush is up. There is only one surviving goblin in the chamber.
Mar 28, 2016 10:53 pm
Shamush focuses on the last remaining goblin, towering over him and wrenching his club back and forth for a mean bit of thwicker-thwack.

HP: 28/34

Rolls

Attack Roll #1 - (1d20+4)

(9) + 4 = 13

Attack Roll #2 - (1d20+4)

(15) + 4 = 19

Damage Roll #1 - (1d8+4)

(6) + 4 = 10

Damage Roll #2 - (1d8+4)

(3) + 4 = 7

Mar 28, 2016 11:07 pm
The goblin dives under Shamush's first swing, scrabbling on the ground to turn himself around and get away from the barbarian, but the second swing lands against the back of his head and he collapses, dead.

All is quiet in the chamber. Felor still floats up against the ceiling. All the goblins have been killed.
Mar 28, 2016 11:22 pm
"Well," coughs Zangua, sitting on the ground to find something to bandage his bleeding legs, "if I had doubts about you three in a fight, you certainly lived up to them."

A pause.

"I meant surpassed them. No, I meant, not lived up to them. I meant... well you know what I meant." He shuts up.
Mar 28, 2016 11:34 pm
The adrenaline of the fight beginning to fade, Felor unsteadily attempts to float down towards the ground and move towards Zangua. As he reaches the badly wounded warrior, Felor holds a hand to the man's forehead and intones "Mighty Fjorgyn, heal this brave soldier who has shed his blood for the greater good."

Cast Cure Wounds on Zangua using level 2 spell slot.
Last edited March 28, 2016 11:35 pm

Rolls

Healing - (2d8+2)

(24) + 2 = 8

Mar 28, 2016 11:45 pm
Leth looks around the room, making sure all the goblins are dead, and puts his bow away again. Glancing at Felor as he floats down to the ground, Leth looks at him with a raised eyebrow and asks, "Have you always been able to do that?"
OOC:
I just realized I never took advantage of my new Ranger Poultice-making abilities before we headed underground... Wasted opportunity.
Mar 28, 2016 11:47 pm
Seeing that Zangua is in the capable hands of the Flying Felor, Vad will take a moment to search through the bodies to see if anything interesting turns up.

Rolls

Investigation - (1d20+1)

(10) + 1 = 11

Mar 28, 2016 11:54 pm
The dead goblins aren't carrying anything valuable. Their boss had an iron dagger in his belt, and a hide pouch containing 8 copper and 3 silver pieces.

However, as Vad searches the goblin boss's body, he glances down the west end of the intersection and sees what the goblins were dragging: a 6' long iron-bound wooden trunk and a large cloth sack inside a rope net.
Mar 29, 2016 12:00 am
Vad inspects each item that he pilfers before tossing each aside in disgust. "For all the trouble they gave us you'd think they'd have some...." Before he can even finish his thought he catches a glimpse of what the goblins were hauling.

"Might have found something." he says as he carefully heads towards the trunk.
OOC:
Vad will slowly walk over to the trunk and start to cut away the netting.
Mar 29, 2016 12:03 am
Vad starts to remove the netting. He can see wooden handles sticking out of the end of the sack resting on top of the trunk.
Mar 29, 2016 4:26 am
Leth, wary of what might be in the box, will help Vad.
Mar 29, 2016 5:18 am
There are four small picks and four small shovels in the sack, still caked with fresh earth.

The trunk is secured with two heavy iron padlocks.
Mar 29, 2016 6:52 am
"Certainly packing some hefty steel for simple miners," mutters Zangua as he rests. He watches the group fiddle with the trunk with mild interest, concerned more with his own physical condition.
Mar 29, 2016 12:08 pm
"Is it a coffin? Those look like graverobbers' tools." Mordred examines the trunk to see if it appears to have been recently unearthed.

Rolls

Perception - (1d20)

(18) = 18

Mar 29, 2016 2:29 pm
It looks like a trunk for storage, not a coffin, although you could fit a body in there. There's no dirt on its top or sides, so it likely wasn't buried when the goblins found it.
Mar 29, 2016 2:36 pm
What's the check for lockpicking?
Mar 29, 2016 2:53 pm
Dexterity, and if you have Thieves Tools & proficiency with them you can add proficiency bonus.
Mar 29, 2016 3:00 pm
Mordred is eager to put his professional training to the test and dusts off his delicate thieves' tools to pick the padlocks on the trunk. "These look pretty simple, shouldn't be but a moment..." He cracks his knuckles and gets to work.

Rolls

Padlock #1 (Dex bonus + 2x prof w/ thieves' tools) - (1d20+7)

(15) + 7 = 22

Padlock #2 (Dex bonus + 2x prof w/ thieves' tools) - (1d20+7)

(9) + 7 = 16

Mar 29, 2016 3:10 pm
Shamush lights a fresh torch and looks over the goblins he was engaged with speculatively. "Ugly little blighters, ain't they? Never seen one before, let alone fought one. Fierce for their size." He pats one on the cheek, "You shoulda just turned tail and ran, chum." He then stands up and goes over to Zangua and asks. "You alright?"
Mar 29, 2016 3:20 pm
Do we want to take a short rest for Zangua to heal up a bit?
Mar 29, 2016 3:34 pm
rocksteady says:
Do we want to take a short rest for Zangua to heal up a bit?
Probably a good idea.
Mar 29, 2016 3:54 pm
Mordred manages to disengage the locks without much difficulty.

How long do you want to rest?
Mar 29, 2016 3:56 pm
"Bleeding's stopped, but my legs are out," grunts the seated Zangua in response to Shamush. "Never trained against things smaller than myself. Had to deal with dogs (the normal kind), but it's easier to deal with jaws than spears." He tries to stretch out his aching legs, still recovering from the recently-healed wounds.
Mar 29, 2016 4:00 pm
Putting the locks in his pack, Mordred cautiously opens the trunk.

ETA: Perception check for traps

An hour is enough to spend hit dice for healing, right?
Last edited March 29, 2016 4:02 pm

Rolls

Check for traps - (1d20)

(18) = 18

Mar 29, 2016 5:38 pm
Felor re-lights the glow on his spear-tip and joins Mordred to appraise the contents of the trunk.

Cast Light on spear.
Mar 29, 2016 6:16 pm
Yes, Zangua can spend his healing hit dice during a one hour rest.

Satisfied there are no traps about to spring, Mordred lifts the heavy lid of the trunk. A black cloth covers the contents of the trunk. When Mordred pulls the cloth away, his breath catches.

At either end of the trunk are two smaller, lidless boxes, overflowing with coin: copper at one end, silver and gold at the other. Resting on top of the latter is a silver bowl filled with gems: four turquoise and three carnelian stones, two blue quartz crystals, two moss agates, a large black onyx, a green onyx, and a brown jasper.

Between the coin boxes is another bundle of black cloth with several objects around and on top of it: an ivory pitcher, a small case made of dark, fine-grained wood with a pastoral scene carved into the lid, a foot-tall painted statue of a human figure with a gazelle's head, a broadsword sheathed in a plain leather scabbard, and a silver hand mirror. Inside this inner cloth bundle is a shirt of bronze scale armor and a conical bronze helmet embossed all over with eyes, a scroll case made of pale wood, and a tin jewelry box engraved with exotic floral patterns.

Inside the dark wooden case are three pink glass ampoules full of liquid. The scroll case contains a papyrus scroll. The tin jewelry box holds two small bone bracelets carved with an elaborate, spidery script, a pair of red silk gloves embroidered with golden thread, a necklace of multicolored glass beads, a hematite cylinder seal that depicts a standing male figure, a flying bird, and a gazelle in repose surrounded by intricate lettering, and six simple copper rings.
Mar 29, 2016 6:22 pm
Zangua starts stretching his legs and hips, trying to slowly work out the sharp aches.

Rolls

Spending 2 HD - (2d10+6)

(82) + 6 = 16

Mar 29, 2016 6:37 pm
"Whoa. Any of this mean anything to anyone?" Mordred asks gesturing the rest of the party to take a look. "Religious or magical imagery, perhaps?" He attempts to read the lettering on the seal and the bracelets.

Can we spread this loot around amongst our packs so we can carry it all without having to drag the chest around? We could also make some Arcana/Investigation/History checks while we rest.
Last edited March 29, 2016 6:37 pm

Rolls

History/Arcana/Investigation (all the same modifier, take your pick Octo) - (1d20)

(14) = 14

Mar 29, 2016 6:54 pm
OOC:
Whew, I was a little worried we were gonna find Zora's body in there.

Full post when I get home!
Mar 29, 2016 6:56 pm
Whew, I was a little worried we were gonna find Zora's body in there.

Me too, thedandyman.
Mar 29, 2016 6:56 pm
You can easily carry everything except all the coins: there's about 1,700 copper, 900 silver, and 60 gold. That all's gonna weigh you down.

Mordred has fenced some exotic imports in his day, and a lot of this stuff has a Mezian and/or Haferan look to his eyes. Some of it -- the containers, the gloves, the statue -- look like they were made within the last century at least; other items, like the armor and the cylinder seal, look like antiquities.

Edit: a reminder, here's a link to remedial Werld history.
Mar 29, 2016 7:09 pm
Mordred suggests just taking the gold and leaving the small change, unless someone else wants it.

I'll put the lot under Party Loot, but if someone feels strongly about holding something in particular, I don't mind.
Mar 29, 2016 7:14 pm
OOC:
somone should Detect Magic on this stuff!
Mar 29, 2016 7:15 pm
"If you're looking to offload this stuff, you might as well re-pack things in the trunk and drag it like those goblins did," suggests Zangua. He eyes the armor from where he sits; antiquity it might be, perhaps it's still serviceable.
OOC:
Sorry, not sure which skill would help assess whether or not the scale mail would work as scale mail.
Last edited March 29, 2016 7:22 pm

Rolls

Investigation - (1d20)

(10) = 10

Mar 29, 2016 7:17 pm
Though it may be of ancient make, the scale mail is well-constructed and would serve perfectly well as armor. It is sized to fit a human male of average stature.
Mar 29, 2016 7:22 pm
Mordred will try on the gloves, if no one objects.
Mar 29, 2016 7:23 pm
After he gives the armor a once-over, Zangua offers to lighten the load by wearing the scale mail. "Unless someone else wants it?"
Mar 29, 2016 7:28 pm
Looking over the loot Vad will take two silver pieces and slide them into his pocket. "For a magic trick I've been working on" he explains, not ever bothering to see if anyone is paying attention. He'll then pick up one of the ampoules of pink liquid and hold it close in front of his face, inspecting it a bit.

"Wonder what this could be?" Throwing caution to the wind, he attempts to open one of the containers and take a whiff.
Last edited March 29, 2016 7:33 pm
Mar 29, 2016 7:29 pm
The gloves are a tight fit on Mordred's hands. The silk feels nice, but they're not much for keeping you warm.
Mar 29, 2016 7:30 pm
N.B. Vad: the ampoules have to be broken to be opened, and can't be resealed (unless you have some wax or something handy).
Mar 29, 2016 7:32 pm
Felor casts an eye over the stash of loot. It was quite the haul - more wealth in one place than he'd ever seen in his lifetime.

Kneeling down next to the trunk, he closes his eyes and begins a lengthy prayer to Fjorgyn - a prayer of thanks for victory in battle, and a request to assist him in identifying any items of holy purpose.

"Oh great and mighty Fjorgyn, we thank you for the blessing of victory,
We offer the blood of the slain unto you in this cavern,
And we offer you the sacrifice of our own blood in testament to our..."

His words drift off to the edge of audibility, and he continues this way for some time*.

Casting Detect Magic as a ritual, and Guidance (cantrip). Then add Guidance roll to my Arcana check.

(*11 minutes)

Rolls

Guidance - (1d4)

(4) = 4

Arcana check - (1d20+1)

(15) + 1 = 16

Mar 29, 2016 7:36 pm
Not finding an actual way to open that glass container Vad will simply place it back where he found it and await the outcome of Felor's magic...
Mar 29, 2016 7:39 pm
Fjorgyn's holy light is not mere magic!
Mar 29, 2016 8:10 pm
Felor calls upon his deity to let his eyes see such items in the trunk as are magical in nature, and with her guidance, attempts to divine something of their purpose.

* The bronze armor and helmet are reinforced with metal-hardening enchantments (Scale Mail +1).
* The sword, made of copper, is engraved with a strange calligraphy similar to that on the bone bracelets, and is similarly enchanted (Short Sword +1).
* The liquids in the pink glass ampoules are surely the product of alchemical magic.
* The scroll is written in the familiar cipher of Mezian court wizards, and bears the instructions to the spell Unseen Servant.

The six copper rings bear faint traces of enchantment, but not the normal sort of robust dweomer one would detect on a magical ring. Felor can't quite suss out the implications of this.
Mar 29, 2016 8:25 pm
How do scrolls work?

It only seems right that Zangua get the pick of the loot, having taken the most punishment in the melee, and Felor is happy for him to don the bronze armour. The glass ampoules Felor guesses are perhaps some sort of healing concoction? The rings are certainly curious indeed, and Felor pockets them for later study.
rocksteady says:
Mordred suggests just taking the gold and leaving the small change, unless someone else wants it.

I'll put the lot under Party Loot, but if someone feels strongly about holding something in particular, I don't mind.
Sounds good to me. Who wants the broadsword?
Last edited March 29, 2016 8:25 pm
Mar 29, 2016 8:31 pm
In a nutshell: scroll spells can be cast directly off the scroll, one-time only, or can be transcribed into spellbooks.
Mar 29, 2016 8:33 pm
Given no objections, Zangua spends his time doffing his leather armor and donning the scale mail. "It's been too long since I've had to wear a helmet," he says while staring at it, "much less one made of metal." He rubs the scruff on his chin before securing the bucket on his head.
Mar 29, 2016 8:52 pm
Mordred will take off his fancy but non-magical gloves and try on one of the rings, if Felor is not opposed.
Mar 29, 2016 8:54 pm
It feels like an ordinary ring, as far as Mordred can tell.
Mar 29, 2016 11:07 pm
A reminder for when you're all ready to get going again: the tunnel out of the chamber you fought the goblins in goes north 30', ending in a T-intersection. The goblins came from the west branch of the intersection.
Mar 29, 2016 11:52 pm
"Shall we head for where the goblins were headed, or see where they came from?"
Mar 29, 2016 11:55 pm
I'll take the armor and helm out of Party Loot, and someone should make use of the sword.
Mar 30, 2016 12:59 am
OOC:
I don't see a description for broadswords in the PHB, but I don't think it's something I could make use of.

I'm very intrigued by the rings, but I haven't the faintest idea what they could be for. Maybe they have to be used in conjunction with something else?
Leth exhales quietly and relaxes when they open the chest to see it's stuffed with loot. He glances at the contents, but none of it interests him much, aside from the coin - and even then only the Gold seemed worth keeping up with.
Quote:
"Shall we head for where the goblins were headed, or see where they came from?"
"I'm not sure... there's a lot of different paths we could take here in this... hidden side tunnel, but none of them seem to lead towards hazard, or at least not initially. The main tunnel we were on seemed pretty promising, but... the boot prints." He sighs. "I don't much care what the goblins' business is down here, unless they could help us find Zora. And I don't know about the rest of you, but I don't speak goblin. So I say unless we have good reason to believe that following the goblins could help our quest, we stick to what we know. Maybe see if we can find those boot prints again, or figure out which of these passageways is more likely to lead towards Hazard?"
Mar 30, 2016 1:08 am
Bah, 5e oversimplified the weapon types! It's a short sword now.
Mar 30, 2016 1:10 am
OOC:
Hmm... well, Leth does have shortswords as a back up in case ranged fighting isn't an option. I suppose if no one else will take the sword, I could, but it could probably be put to better use by someone else.
Mar 30, 2016 1:59 am
Reading the 'short rest' rules (page 186) and trying to follow it. I guess we can roll up to three of our class hit dice and add the Con bonus for each roll, for healing? Is that right? It's kind of hilarious to me that D&D writers have to change one non-intuitive rule from the previous edition and add a new one for the current edition.
Mar 30, 2016 2:02 am
Yeah, that's how I'm reading the short rest healing rules too.
Mar 30, 2016 12:15 pm
So, going back to update the map, I noticed that we [I] never explicitly checked for square bootprints in the thimble-shaped room with multiple exits. We should probably backtrack and check it out.
Mar 30, 2016 12:24 pm
While the rest of the party completes their rest, Mordred tells them he wants to check out the thimble-shaped room, and he jogs back down the passage. Once there, he makes sure there are none of the familiar bootprints to follow.

Rolls

Perception - (1d20)

(20) = 20

Mar 30, 2016 12:33 pm
OOC:
Does anyone have AC lower than 16? I have a Domain spell (i.e. it is always prepared) that sets your AC to 16 for 1 hour, just want to get a handle on who its worth using on.
Last edited March 30, 2016 12:34 pm
Mar 30, 2016 12:35 pm
Shamush looks beat after coming down off his weird combat high, his face ashen and haggard. He slumps against the wall of the tunnel and watches the party go through the loot with amused, weary curiosity. He asks to look at some of the items, more out of interest than greed and turns them over in his hands thoughtfully. "Poor buggers. They got themselves a nice stash here. Too bad they bumped into us."

Shamush is suffering from level 1 exhaustion due to the Frenzy, which means he gets disadvantage on ability checks. This lasts until he takes a long rest.
Last edited March 30, 2016 12:43 pm

Rolls

Short Rest Healing - (1d12+2)

(7) + 2 = 9

Mar 30, 2016 12:38 pm
Does anyone have AC lower than 16?

Mordred is a 14 at the moment. You can click on the character pictures to get a link to their character sheet, in case you want to check the rest of the party's stats.
Mar 30, 2016 1:03 pm
OOC:
Cool, I wasn't sure if it was somehow... cheating? to look at character sheets or something. I kind of like the mystery of not knowing what cool powers and abilities that people are going to bust out :)
Anyway looks like Leth, Vad, and Mordred are sub-16 AC currently.
Last edited March 30, 2016 1:05 pm
Mar 30, 2016 3:00 pm
Nice map!

Mordred searches carefully and can see suggestions of the squared-off bootprints near the entrance to the thimble room, but not enough to tell where they're headed.
Mar 30, 2016 3:08 pm
Mordred reports glumly that there were bootprints in the thimble room, but he could not tell where they led. He searches the long chamber where they fought the goblins, focusing particularly on and near the west wall.

Rolls

Perception - (1d20)

(13) = 13

Mar 30, 2016 3:14 pm
Nothing interesting stands out in this further examination of the goblin battle chamber.
Mar 30, 2016 3:15 pm
"Shall we examine the other exits from the thimble-shaped room for bootprints before heading down the goblin tunnels?"
Last edited March 30, 2016 3:29 pm
Mar 30, 2016 3:23 pm
Felor sighs. With this network of underground tunnels becoming more and more maze-like, his hopes of catching up with Zora were dwindling. "Aye, may as well check them out for any tracks or other clues."
Mar 30, 2016 3:53 pm
Zangua returns to Shamush's side, testing out his legs at the same time. His time with the barbarian has given him some experience in supporting the man as he recovers from his... anger issues.
OOC:
Zangua's AC just became 17 thanks to the scale mail (I had already updated the character sheet). And other players' characters are viewable if they're added to the public library; if not, you get sent to the URL but GP will say that no character was found, effectively making them private.
Mar 30, 2016 4:55 pm
So, back to the thimble room? Why way will you check out next?
Mar 30, 2016 5:07 pm
I suggest going 20-30' down each of the three passages and making all the perception checks until we find prints. I'll start in the west tunnel, others can try other tunnels, I suppose.

Rolls

Perception - (1d20)

(5) = 5

Mar 30, 2016 5:16 pm
Zangua looks to see which tunnel Felor will go through, and accompany the lightspear.
OOC:
FYI, Zangua is at 26/31 HP.

Rolls

Perception - (1d20+5)

(9) + 5 = 14

Mar 30, 2016 5:36 pm
So far, nothing. The ground is packed so hard that it doesn't take prints easily.

Edit: each tunnel from the thimble room extends straight out well over 30'.
Mar 30, 2016 5:57 pm
Mordred tries his luck in the other two tunnels.

Rolls

NW Tunnel (Lower Level) Perception - (1d20)

(20) = 20

N Tunnel Perception - (1d20)

(18) = 18

Mar 30, 2016 6:09 pm
Nothing in the north tunnel. The lower-level northwest tunnel, however, has a somewhat soft section of ground, in which you see no bootprints. You do, however, see prints from bare human feet, pointed toward the thimble room.
Mar 30, 2016 6:47 pm
Despite being mobile, Zangua takes his time canvassing the tunnel he was in, returning to the main room by the time Mordred finishes his sweep.
Mar 30, 2016 7:04 pm
You do, however, see prints from bare human feet, pointed toward the thimble room.

Mordred immediately alerts the trackers in the party to the human footprints. "Could they be Zora's? Are they fresh?"

Rolls

Survival - (1d20)

(8) = 8

Mar 30, 2016 7:06 pm
They look recent-ish...maybe?
Mar 30, 2016 7:08 pm
Zangua approaches the footprint and holds out his boot for comparison. Larger, smaller? Does the impression denote rate of movement?

Rolls

Investigation - (1d20)

(5) = 5

Mar 30, 2016 7:11 pm
Zangua can't tell much from the print, but the foot looks like it's about the same size as his own.
Mar 30, 2016 7:13 pm
Zangua shrugs and steps back. "Is she a hefty girl?"
Mar 30, 2016 7:25 pm
Mordred would recognize that these prints are too big to be Zora's.
Mar 30, 2016 7:36 pm
OOC:
@Rocksteady that map is awesome and SO helpful!
Leth looks at the print. "If this is indeed her footprint, then she was leaving this side passage... but where to?" He looks at the rest of the group. "Which passages haven't we checked yet?"
Mar 30, 2016 7:37 pm
"None of you looked at her feet before?" asks Zangua. It's an honest question without sarcasm; he truly wants to know.
Mar 30, 2016 7:43 pm
Mordred, at the very least, would have had occasion to notice whether she had normal-sized feet. He would not believe these to be Zora's footprints.
Mar 30, 2016 8:00 pm
"None of you looked at her feet before?"

"She's been small for her age since childhood - those can't be her feet."

"Which passages haven't we checked yet?"

"Someone else should check the west passage, but I'm confident the other ones bear no trace of the strange boots."
Mar 30, 2016 8:46 pm
Somebody poke their head down the west passage and give me a Perception or Investigation roll!
Mar 30, 2016 8:47 pm
Zangua does so, at first literally just sticking his head into the passage to give it a listen and a sniff, then begins to walk down the hallway.

Rolls

Perception - (1d20)

(10) = 10

Mar 30, 2016 8:51 pm
This passage smells earthy, like the others. It extends for at least 100', due west.

Alone in the tunnel Zangua feels like he can hear faint echoes of...something. Nothing he can put his finger on.
Mar 31, 2016 12:48 am
Zangua pauses only briefly to listen, then he returns to the common room and taps his ear before jerking a thumb over his shoulder.
Mar 31, 2016 9:41 am
Felor frowns at Zangua's gesture, but then enters the passage to try and hear what he'd heard.

Rolls

Perception check - (1d20+2)

(13) + 2 = 15

Mar 31, 2016 4:03 pm
Felor hears only faint echoes of a sound so distant and muffled it has lost all of its particular character.
Mar 31, 2016 4:05 pm
Mordred whispers to the party, "We might as well investigate this sound further." He slinks down the tunnel a bit past Felor, listening carefully.

Rolls

Stealth - (1d20+5)

(9) + 5 = 14

Perception - (1d20)

(20) = 20

Mar 31, 2016 4:20 pm
To Mordred it almost sounds like...a large bell ringing, somewhere far away.

As he is straining to hear the sound, it stops.
Mar 31, 2016 4:29 pm
Could the bell be a church bell? Do we have any sense of what time of day it is?

So to recap, we are fairly confident that the trail of the square bootprints has completely dried up? Other than that we have the goblins and the now-stopped ringing bell as leads. The goblins didn't get these fine and fragile antiquities from their own hoard, so I'm inclined to head towards where they were coming from, but maybe the bell is a church in Hazard? Mordred is pissed that we don't have any solid leads on Zora. Anyone have any investigational ideas?
Last edited March 31, 2016 4:30 pm
Mar 31, 2016 4:32 pm
Zangua reminds Mordred that there's still the bare human footprint; the party could head in that direction to see if something or someone there leads to Zora.
Mar 31, 2016 4:36 pm
Right! Thank you. I think if I had to vote at this point I'd say 1) Bell 2) Goblins 3) Footprint. What does everyone else think?
Mar 31, 2016 4:40 pm
Trying not to show signs of weakness, Zangua tests his legs again and prefers goblins be at the very bottom of the list.
Mar 31, 2016 4:45 pm
Let's see, you got here in the morning, poked around for a bit, walked along the underground river for quite a while, fought goblins, rested for an hour, backtracked...it's mid-afternoon?

You haven't gone far enough to be close enough to Hazard to be hearing its church bells, leaving aside the fact that churches with bells aren't so much a thing in Bload.

Nota bene re: the footprint, it "leads" to the thimble room. However, the tunnel you found it in had a patch of soft ground that would likely have caught the bootprints if there were any, so you can probably rule that tunnel out as far as tracking the printmaker.
Mar 31, 2016 4:58 pm
Do any of the other passages have that sort of "obvious lack" of the bootprints, or is it plausible that the bootprinter went in any of those directions but just didn't (or couldn't) leave prints?
Mar 31, 2016 5:09 pm
Any of the other passages could be a possibility. The footprint passage (lower level northwest) is the only one you could plausibly rule out.
Mar 31, 2016 6:13 pm
Are there scratches like we've been seeing in any of the passages (other than the room where we fought the goblins)?
Mar 31, 2016 6:18 pm
Yes, here and there. Not in great concentrations.
Mar 31, 2016 6:45 pm
"Goblins might also have bells," shrugs Zangua as everyone mulls what to do. He tugs on his trousers from under the scale armor, as something seems to be riding up.
Mar 31, 2016 6:47 pm
Here are your immediate further-exploration options:

1. West passage (100' to the west at least, heard a distant bell-like sound)
2. Lower northwest passage (a barefoot human came out of this passage, but the squared-off boot wearer apparently did not pass through here)
3. North passage
4. Back to the goblin chamber T-intersection, west tunnel (where the goblins came from)
5. Back to the goblin chamber T-intersection, east tunnel (where the goblins seemed to be heading)
6. Back to the underground river, continue following it generally southwest
Mar 31, 2016 7:23 pm
Mordred figures that the bell signifies some level of civilization and organization, and at the very least more clues to Zora's location. The passage with the human footprint is interesting, but seems like a distraction if we are assuming the boot-person is tracking Zora (which may well be inaccurate).

So that's to say I vote 1.
Last edited March 31, 2016 8:29 pm
Mar 31, 2016 8:47 pm
How about a quick vote on which way to go next?
Mar 31, 2016 8:50 pm
Zangua rotates his shoulder and cricks his neck. "Finding a town sounds good. I wouldn't mind restocking some supplies and taking a load off. So it's the bell for me."
Mar 31, 2016 10:43 pm
"That bell sound is the closest thing we've found to a sign of life, so... That has my vote. But if it turns out to be a dead lead, I say we go back to the main tunnel and keep heading towards Hazard."
OOC:
So... how long have we been down here? And how far have we come? If the tunnels go all the way to Hazard... we might actually not have gone very far down them yet. Meaning this is a massive labyrinth that will be very easy to get lost or sidetracked in.
Mar 31, 2016 10:53 pm
You've been down here about half a day. Hazard is still miles away.
Mar 31, 2016 11:08 pm
Was the underground river heading in the general direction of Hazard?
Mar 31, 2016 11:13 pm
It was bring you closer to Hazard, but if it kept going southwest it would eventually have taken you past it; Hazard is almost due south of your current position.
Apr 1, 2016 12:12 am
"Bell sounds interesting." Shamush says as he heaves himself back to his feet. He stretches out and blinks away fatigue.
Apr 1, 2016 3:58 pm
About 200' into the west tunnel, you reach a side tunnel that leads north. The main tunnel continues due west for an indeterminate distance.
Apr 1, 2016 4:00 pm
Any tracks/scratches/bells?

Rolls

Perception - (1d20)

(14) = 14

Apr 1, 2016 4:15 pm
There are a few scratches on the sides of the tunnel. No obvious tracks.
Apr 1, 2016 5:16 pm
Zangua steps into the north side tunnel and listens, turning his head this way and that before realizing that he ought to remove his helmet for better audio reception.

Rolls

Perception - (1d20+5)

(18) + 5 = 23

Apr 1, 2016 5:19 pm
Zangua hears faint echoes of something down the north tunnel...

Not the bell sound. Something like...singing?
Apr 1, 2016 5:24 pm
At the prospect of other living creatures in these tunnels, Zangua returns to the group. He lifts a finger to his lips, points down the north tunnel, and mimes a signal of voices heard.
Apr 1, 2016 8:38 pm
Bells? Singing? Sounds like some sort of religious service.
Apr 2, 2016 6:36 am
Leth looks at Mordred quizzically as if to ask who should be the one to venture into the tunnel to investigate.
Apr 2, 2016 11:18 am
Mordred quietly moves down the north tunnel.

Rolls

Stealth - (1d20+5)

(2) + 5 = 7

Perception - (1d20)

(6) = 6

Apr 2, 2016 5:57 pm
Mordred creeps about 50' down the tunnel, listening. He can hear the general outline of the sung syllables: a sort of repetitive hum baba hum baba hum baba hum! hepa hepa hum baba bum bum bum!

That is, until he takes a bad step and rolls his ankle. The sound of his foot scraping the earth isn't loud, but it is a sound. The singing stops.

A high but male-sounding voice calls down the tunnel. "Hello? Who is there?"
Apr 3, 2016 8:05 pm
Silently, Mordred slinks back to the party to let them know he may have been heard.

Rolls

Stealthery - (1d20+5)

(4) + 5 = 9

Apr 3, 2016 8:12 pm
"Hello? Hello?"

A figure jogs down the tunnel, into the range of Mordred's darkvision.

It's a man, middle-aged and of average height, balding and somewhat portly. He is wearing only a loincloth.
Apr 3, 2016 10:13 pm
Mordred creates a Minor Illusion of a rat that runs out of the shadows from Mordred's location, towards the man. It "sees" him in all his glory, stops for a moment, and then darts back into the darkness past Mordred.
Apr 3, 2016 11:47 pm
The almost-naked man glances at the rat, but keeps coming. "Hello? It is only I. Ah." He waves at Mordred and company. "Good day to you all! May I inquire as to your business in the Ways this day?"
Apr 4, 2016 12:07 am
Leth sees the man and opens his mouth to speak, but closes it again. This was not something he expected to see. He looks at Mordred for a moment, and then says, "Actually, uh... we're looking for a friend of ours who we believe came down here recently. She may be lost. Have you seen any other outsiders like us down here within the past several days?" He glances at his companions to gauge their reactions, hoping it was safe to say at least that much.
Apr 4, 2016 12:10 am
Catching Leth's glance Vad simply shrugs his shoulders. "Well this is..... unexpected."
Apr 4, 2016 12:29 am
Zangua rests a hand on his throwing axe. Men wearing naught but their underwear don't exactly exude trust.
Apr 4, 2016 12:44 am
The man cocks his head as he listens to Leth. "A lost friend, well, that is troubling. It is not difficult to become lost in the Ways, that much is certain, and I'm afraid it's become more dangerous down here of late -- some infernal construct has gotten loose in the tunnels and inflicted many a casualty on the Royal Guard, and in the confusion the neighboring goblinfolk have become quite opportunistic! If I should happen to come across a lost soul, what message would you have me deliver to her?"
Apr 4, 2016 1:07 pm
Is the singing or the man's garb connected to any religious practice that I recognise?

Rolls

Religion skill check - (1d20+3)

(1) + 3 = 4

Apr 4, 2016 1:23 pm
"I appreciate your desire to help, sir, but I must tell you we have been beset in our quest by misinformation and dishonesty at every turn, and so you will understand that we must be cautious. Perhaps if you tell us who you are and what you are doing in the Ways we might be able to help one another."

Rolls

Insight - (1d20+2)

(13) + 2 = 15

Apr 4, 2016 1:53 pm
Felor draws on his body of knowledge of religious practices, comes up with a big ol' goose egg.

"Of course, of course," the man answers Mordred. "We have not made introductions. Forgive me. I am Everil, fifteenth King of the Ways."
Apr 4, 2016 2:17 pm
Mordred attempts to stifle his eyebrow raise. "Your Highness, it is a pleasure. My name is Mordred, of Sthombo. You'll forgive us, but my companions and I are not from this area of Bload, and our knowledge of the Badgerways is minimal at best. Perhaps you could enlighten us about the nature of your kingdom and what goes on here? We have been forced to move quickly to find our friend, and so we plunge forward without much information. A better understanding of the Ways could help us save her."

Does my Insight check tell me if he seems delusional?
Last edited April 4, 2016 2:18 pm
Apr 4, 2016 3:43 pm
Zangua lets the others speak to this man. If he is truly a king, does he have a retinue? He looks behind the group, and past the man down the tunnel.

Rolls

Perception - (1d20+5)

(10) + 5 = 15

Apr 4, 2016 4:17 pm
Putting aside the fact that he's wandering down a dark tunnel half-naked, Everil doesn't present as delusional. Zangua doesn't see anyone else behind him.

Everil smiles. "The nature of the Ways? Such a question as I ask myself every day, every night. And who am I to answer it? The Ways are naught but empty spaces in the darkness, in the earth, from the great hollows made by the Borer of Old to the vines of the kings who came before me. Its nature is only that of those who inhabit it, even if only for a little time. What is the nature of the Ways, you ask? I ask you in turn: what is your nature?" He pauses for a moment, then waves off his own question with a chuckle. "You don't have to answer that, of course. Your concern is for your missing friend, I understand. Again, nothing would please me more than to deliver a message of good hope to her if her path and mine should cross. May I ask, what is her name?"
Apr 4, 2016 9:02 pm
"Her name is Zora Kells, and she may be in the company of a ranger named Kligson. He is from Grine's Knot and wears this cloak." He shows Everil the picture of Zora and the cloak given to them by Harmon Koal. "Based on when she was last seen, we must assume she is well ahead of us, so if you see her before we do, any message would be worthless. That said, we have reason to believe she was headed towards Hazard, and if you could tell us how to get there quickly and safely, we would be obliged."

I'm not totally sure we can trust a dude in a loincloth, but I figure the slim chance of actionable intel is worth the risk of betrayal, given how little we have to work with now.
Last edited April 4, 2016 9:05 pm
Apr 4, 2016 9:26 pm
"Zora Kells," Everil repeats. He looks carefully at the picture, and at the cloak. He runs the hem between his fingers and looks Mordred in the eyes for a long beat.

"My friend, there are few values we hold as dear in the Ways as discretion. People come here to hide, and we do not give them away to their pursuers. You understand me? But discretion...is a privilege reserved for the living." He sighs. "The man Kligson is dead. One of my people found him a few days ago, in the passage from the Well of Johasedar, cut down by the construct I spoke of. Do you know of it? One of my guard survived an encounter with the thing yesterday. It calls itself 'the Implacable.' And it was not far from here where it was last seen. Now, as to your friend -- you and your party are welcome here, but I know you not. I cannot yet trust your intentions. Should I see this...Zora Kells...I would convey a message to her from you. Do you understand me?" He smiles. "Now, if you only want to go on ahead to Hazard, I can help you with that. I may even be able to procure you a guide."
Apr 4, 2016 9:56 pm
"I think I do understand. If you ever see Zora and tell her her friend Mordred was looking for her, and that he should have stayed with her after he helped her leave Sthombo through the sewers, she would be very interested in that information. You could tell her that Mordred and other friends of her father search these tunnels for her even now. And yes, unless that message reaches her very soon, we must move on to Hazard, so a guide would be very useful."
Apr 4, 2016 10:05 pm
Everil nods slowly. "Very good. If you would follow me, I will see about finding a guide for you." He turns sideways and tilts his head down the north end of the tunnel.
Apr 4, 2016 10:17 pm
Leth contemplates speaking for several moments, but decides against it. If he was understanding what Everil was implying correctly, then he knows more about Zora than he's saying. Perhaps he even knows where she is at this moment... but to protect her, had declined to tell them. And as frustrating as that notion was - to be so close to the person they had searched so long for and then denied information about her - Leth could understand why he would be so protective. The construct - this... Implacable - was here searching for her as well, after all, and he could have no way to be certain that they truly were friends to Zora. So instead of speaking, he simply moves to follow the strange man through the tunnels.
OOC:
Should we ask him about the crown symbol? He seems like he might know a thing or two about a thing or two.
Apr 4, 2016 11:59 pm
Yeah, we might as well give him a full exposition dump at this point.
Apr 5, 2016 12:04 am
Are you all following him north? What, exactly, do you want to ask or tell him?
Apr 5, 2016 12:08 am
Zangua will follow the group, hanging a bit back from the main and the man. He looks over the man's body to see signs of labor, easy living, or general condition for clues as to the man's occupation.

Rolls

Perception to inspect man - (1d20+5)

(20) + 5 = 25

Apr 5, 2016 12:33 am
Zangua observes that Everil is very pale, somewhat overweight and lacking muscle tone. His feet and hands are dirty, his nails and beard untrimmed. He has several faded but noticeable scars on his back, arms, and legs.
Apr 5, 2016 8:27 am
"Friend, this infernal construct that has caused much strife hereabouts - do you have any more information about it? You say one of your guard survived a battle with the thing; were they able to damage it in any way? Does it have any weaknesses?"
Apr 5, 2016 3:35 pm
Zangua frowns, almost expecting that this king and his men are an outcast merchant and his merry cadre of rats. He keeps his thoughts to himself.
Apr 5, 2016 3:39 pm
Mordred follows the man, and waves the others along as well, but if anyone wants to hang back, he won't object. "We should tell you that we believe the construct also searches for Zora, on behalf of a shadowy cult known only to us by their sigil. Have you seen the mark of a six-pointed crown here in the Ways?"
Apr 5, 2016 4:11 pm
Everil leads the party north, where the tunnel widens on its east side, forming a right-triangle-shaped space about 20' wide at the north end. The east, angled wall is covered in scratches. The tunnel continues north through this room, with side tunnels leading out of the west and east corners. Everil takes the west tunnel.

As he walks, he answers your questions. "From what I've been told, the construct is made of animate bronze. It has the power of speech, and wields a cruel pole-weapon. It took blows from my guard, but as to whether or not it suffered damage, we cannot say."

The west tunnel starts to veer north after about 50'. Everil listens to Mordred's question. "I can't seem to recall seeing such a sigil. A cult, you say? Seeking after your Zora Kells? Strange that a girl only newly arrived into womanhood should attract such dangerous interest as she has. You spoke of her father...can you tell me anything about this man? My curiosity is aroused."
Apr 5, 2016 4:14 pm
Hanging back as he follows the group, Zangua scowls and briefly hopes that nothing else of the man is aroused.
Apr 5, 2016 4:22 pm
"Zora's father was a good man executed for a crime he did not commit. A victim of some foul plot, the details of which we are still trying to unravel. We suspect those who orchestrated this plot are the same who pursue Zora now." Felor pauses for a moment, then a question springs to mind. "Tell me, what are these scratches on the tunnel walls? We have seen them in many places hereabouts."
Apr 5, 2016 4:26 pm
"Hmm? Oh...well, there are creatures in the Ways who have need to scratch, on occasion. That's all it is." After going west-by-northwest for about 60', the tunnel reaches a four-way intersection. Everil takes the south tunnel. "Wrongly executed? How terrible. What crime was the man accused of?"
Apr 5, 2016 4:33 pm
Shamush follows along, occasionally glancing behind the party, not trusting that something won't creep out of the shadows to pounce. He smiles as Everil speaks, taken with the odd, little man. He listens for now as the others relay the story of their mission.
Apr 5, 2016 4:39 pm
"Wrongly executed? How terrible. What crime was the man accused of?"

"As Felor says, the details remain unclear, though we believe he was framed for some sort of grand theft."

I don't want to mention the Sphere just yet. If he proves trustworthy about Zora, then we can tell him, but he's asking a lot of questions right now.
Apr 5, 2016 4:51 pm
The south tunnel runs about 50' then starts to curve sharply to the west. "I see. So this man was framed and executed in Sthombo. and his daughter...Zora Kells...fled the city, with your help, and the cult you suspect of framing him is in avid pursuit of Zora. And you believe she was bound for Hazard. Your objective is to secure the safety of your friend, is it not? Should you find her, what is your plan to achieve that? Do you know of a place where this cult cannot reach her?" He stops walking and turns. "There are six of you, and a motley lot you make. How did you all come together? These two --" he nods at Zangua and Shamush -- "they have not the look of Sthombons. Are you all known to Zora? If you should come upon you, will she know that none of you are an arm of the cult come to take grasp of her?"
Apr 5, 2016 4:54 pm
"Well, you don't have the look of a king," says Zangua. "I guess we're all struggling with appearances, eh?"
Apr 5, 2016 5:00 pm
Everil gives Zangua a crooked smile. "You have me there. But to my larger point: there may be no safer place for our Zora Kells than in the Ways, if the construct can be dealt with. Even now, it has not managed to penetrate the borders of my royal sanctum. But it would help me to know more about the nature of the threat that reaches into my kingdom. Surely one among you must have some understanding or theory about why the cult seeks this girl."
Apr 5, 2016 5:05 pm
"Zora and I have been friends since childhood. She knows me as well as anyone in the Werld. Leth, Felor and Vad here were close with her father, and were known to her well. These two gentlemen we have met along the way, and they know not Zora, but they have earned our trust and our gratitude, and that will be enough for Zora.

I understand your need for secrecy here in the underwerld. I am a respected member of the Sthombo Theives' Guild - in no small part due to Zora's influence - so I appreciate your reticence, but I beg you, if you know Zora's whereabouts, bring us to her now, and she will be grateful.

She is sought because this cult believes her to have knowledge of whatever was stolen. Before we can deliver her to safety we must get a full account of what happened to her father from her, only then will we know how to handle the threat against her."
Last edited April 5, 2016 5:07 pm
Apr 5, 2016 5:10 pm
Everil gives Mordred a long look. "I believe you," he says. "But I have been deceived before by men I believed, who did far more to earn my trust than you have. So let us make a fair trade in small honesties, then. Tell me what was stolen and why Zora Kells wants so badly to go to Hazard, and...I will tell you a thing that I know."

Edit: modified dialogue in response to Mordred's edit
Apr 5, 2016 5:19 pm
Zangua turns to Shamush and says, in a low voice with a touch of sarcasm, "A king and a merchant. Fun." He considers that the group already gave up a few honesties, but perhaps this man does not know they spoke the truth, so Zangua keeps his face impassive.
Apr 5, 2016 5:31 pm
Do we know why Zora is headed for Hazard?
Apr 5, 2016 5:36 pm
Not sure if you guys have any conjecture as to why, but you don't have solid info on why she's headed there, no.
Apr 5, 2016 5:41 pm
OOC:
We were told that Zora wanted to go there because she felt "she'd only be safe when she got to Hazard". Our goal in getting to Hazard was just to find Zora. If we find her before she gets there and can find out what she's really up to, we don't necessarily have to go to Hazard.

And we're not (or I'm not, at least) 100% sure Edvers wasn't involved at least in some capacity with the disappearance of the Sphere, which I think is a large part of the reason we want to find her. We need to know what really happened and what's really going on here.
Last edited April 5, 2016 5:43 pm
Apr 5, 2016 5:45 pm
So do we tell His Royal Loincloth about the Sphere?
Last edited April 5, 2016 5:46 pm
Apr 5, 2016 5:47 pm
OOC:
I think it's worth a shot. And we should be clear we don't know Zora's intentions, only that she felt she would be safe in Hazard. We're only looking for her because we're afraid for her safety - which includes hopefully finding out why exactly she is being hunted.
Apr 5, 2016 5:50 pm
From his position, Zangua observes the king and attempts to gauge his sincerity.

Rolls

Insight - (1d20+5)

(10) + 5 = 15

Apr 5, 2016 5:53 pm
He definitely seems sincere in his interest in learning more about Zora.
Apr 5, 2016 5:54 pm
Mordred will give him another hard eyeball as well.

Rolls

Insight - (1d20+2)

(12) + 2 = 14

Apr 5, 2016 5:58 pm
He definitely seems sincere in his interest in learning more about Zora.

That's what I'm afraid of...

"It seems the Iron Sphere of Sthombo is missing. From what we know of the Kells family, it is impossible they are implicated, and yet Edvers paid for it with his head. Now, if I may speak bluntly, Your Majesty, you know nearly as much as we do, and yet you have given us little in return. Please tell us what you know of Zora and the construct."
Apr 5, 2016 5:59 pm
Mordred gets the sense that he knows more than he's letting on...but he does have a point about having no real reason to trust you.
Apr 5, 2016 6:10 pm
Everil raises an eyebrow. "Given you little? Come along, then. I am sorry that we cannot walk faster, but the guide that I promised you still awaits. But you have not told me why she desires so urgently to reach Hazard." He starts walking again. Once the curve in the tunnel straightens out, you're headed west again. "I have told you all I know of the construct. As for Zora Kells...indeed, I have good cause to believe that she is here in the Ways. And I question why anyone should believe she would be safer out of here, least of all in that iniquitous city. Even to get there from here, she would have to leave the boundaries of my kingdom and travel through a far less orderly and savory region of the underground."

After about 40', the tunnel starts to change. No longer a smooth, packed-earth bore, the ground becomes rocky, the walls and ceiling rough and uneven. You can see a thick wooden support beam ahead, evidence of a cave-in repaired. As well, it no longer follows a perfectly straight path, but begins to meander.

"I think you should agree with me that the wisest course of action for our Zora Kells is not to continue on to the wicked city of Hazard, but to remain here, where the cult cannot reach her, even as it sends a mechano-magical being specifically made for such purpose to retrieve her! I would hope that, if you were to speak with her, you would impress upon her the importance of remaining here, where she can be kept safe. Your efforts would be better spent thwarting the cult on the Werld's surface, rather than leading her out into greater danger, would you not agree?"
Apr 5, 2016 6:34 pm
"You may be right, Your Majesty, but Zora will go where she chooses." He places his hand on the hilt of his rapier and shoots a meaningful glance at his companions, "Be sure that we will counsel her to remain safe, but we will support her decision, whatever it may be, in any way necessary."
Last edited April 5, 2016 6:34 pm
Apr 5, 2016 6:40 pm
Mordred's gesture towards his rapier does not go unnoticed by Everil. "I understand you," he says with a sidelong glance. "I understand you very clearly."

The walk continues as a somewhat awkward silence descends. After following the rough stretch of tunnel about 80', it starts a long curve toward the south. At one point in the curve, you reach a double set of support beams, and Everil stops. He presses his finger into a knothole in the wood, and the pair of beams slide out of the tunnel wall. Everil slips into the newly-revealed entrance and gestures for the party to follow.
Apr 5, 2016 6:58 pm
Anything interesting or notable out this area of tunnel? Footprints?

Rolls

Perception skill check - (1d20+2)

(7) + 2 = 9

Apr 5, 2016 7:00 pm
Other than its overall terrain difference from the previous tunnels, nothing jumps out to Felor's eyes.
Apr 5, 2016 7:09 pm
Should I assume everybody is OK with following Everil into the secret passage?
Apr 5, 2016 7:17 pm
I mean, Imma do it, but I'm not exactly OK with it.

Rolls

Perception - (1d20)

(9) = 9

Apr 5, 2016 7:20 pm
Nothing comes of that Perception roll...

The tunnel beyond the secret door is rough like the one it connects to, but narrower.

And it goes on for a long, long time. In the absences of conversation, Everil starts quietly singing to himself again. You follow the tunnel on a meandering westward path for more than half a mile, and still it stretches on...

Any other questions for Everil while you're walking?
Apr 5, 2016 10:57 pm
OOC:
He's our best lead at the moment, honestly.


"To be clear, even we don't know why Zora wants to go to Hazard. It may very well be that the Ways are the safest place for her to be. We simply won't know until we talk to her." Leth says, trying to ease the tension a bit. "Besides, if this... Implacable is down here as well, it's probably only a matter of time before it finds her. We just want to be sure she is protected when that happens. Can you offer her that? Are you capable of defending against this... thing?"
Apr 5, 2016 11:34 pm
"So far it has only struck against my Royal Guard in the tunnels, one-on-one. My sanctum is fortified. Lacking an organic mind, the construct will never be able figure out the secret ways to reach it. And I am confident that once I am able to learn the patterns of its behavior and lure it into a trap, I will be able to destroy it."

As you walk, you hear that sound again: the distant bells, considerably louder and clearer now, though still muffled. Everil lifts his head at the sound and clucks his tongue. "Yes, yes, I know, I know," he mutters.

Last chance for questions before you arrive at your next destination...
Apr 6, 2016 1:04 am
Leth's eyebrows furrow when he hears the sound. "Those bells... we heard them earlier, just before we found you. The sound is what led us to you, actually. What are they?"
OOC:
I can't think of anything else to ask... anybody else?
Apr 6, 2016 8:52 am
"We would be more than willing to assist you in destroying the construct, should you wish. It would no doubt be a benefit to both of us to destroy the infernal thing."
Apr 6, 2016 5:03 pm
Shamush grins at Zangua and murmurs, "Chum, I think even the likes of you and me have a shot at being dukes in this here kingdom." More loudly, he asks the king, such as he is, "Your subterraneanous, we came across a room with a fountain and a weird sheep skull. What's the story there, if it please you?"
Apr 6, 2016 5:11 pm
Edit: Before all this goes down, Everil addresses Shamush's question. Sounds like a washbasin to him -- there are many odd devices and such put in the Ways by its more inventive denizens.

"The bells are how my people get my attention when I am abroad in the tunnels," Everil answers. To Felor, he says: "A brave offer, cleric. Perhaps we may make common cause after all..." He seems lost in thought for a moment. "A war council, then? Over mushroom tea and crisped beetle-babes? Yes, I think we can arrange that..."

The tunnel abruptly ends in what appears to be a cave-in, rocks and dirt piled to the ceiling. Everil opens another secret door, to the left of the pile, which leads to a shortcut that connects back to the main tunnel on the other side of the cave-in. The tunnel continues for another hundred yards or so, then lets out into a semicircular chamber about 30' wide at its north-south diameter. The party follows Everil into the chamber.

There is a heavy wooden door set in the west wall, and seated on the ground next to the door, knees up to its chin, is a snot-green creature with rubbery skin and long, wiry black hair. It has a long, pointed nose and sunken black eyes. A warpick carved from the leg bone of some gargantuan creature rests on the floor next to it. It turns its head as you enter, its hand twitching toward its weapon.

"It's only me," Everil says. He turns to the party. "One of my Royal Guard," he explains.

"Th' bell," the creature says.

"I know," Everil sighs. "Goblins. They needn't have kept ringing and ringing --"

"Nuh gobs," the creature says. "Th' girr. Gone."

Everil narrows his eyes. "What?"

"Th' girr gone," his Royal Guard repeats.

"What? WHAT!?" He starts breathing heavily, pacing. "HOW DID THIS HAPPEN!?"

"Dun no."

"And they rang the BELLS for this? The filth-sucking BELLS!? WHY WAS NO-ONE SENT TO FETCH ME AT ONCE!?"

Anybody want to step in here, or just see where this goes?
Apr 6, 2016 5:21 pm
Zangua stays far back from the creature, assessing its size and height while trying to parse its words.
OOC:
Troll? Did he say, 'The girl?'

Rolls

Perception - (1d20+5)

(13) + 5 = 18

Apr 6, 2016 5:30 pm
Mordred addresses the King. "Is he talking about Zora? Where was she? If we hurry we can track those who have taken her."
Apr 6, 2016 5:37 pm
It's a bit hard to tell the way it's slouched down, but the creature could be as tall as 9'. And while you can't be 100% sure, it's entirely possible it was saying "the girl."

"I must find her. I must find her at once," Everil says, not entirely addressing Mordred's question. He places his hand on the wall, then jerks it away abruptly. "No. Not yet. Not yet." He walks to the door and throws it open, then runs through it.
Apr 6, 2016 5:39 pm
Zangua looks to the party to see what their intention is. If they follow Everil, Zangua will do so as well, unless the giant creature stops them.
Apr 6, 2016 5:42 pm
Mordred follows closely, attempting to Persuade the King to tell them exactly what is happening. "Your Majesty, whatever plans or intentions you had towards Zora, if she is gone you must rely on us. We are trained adventurers who know her well. Please, let us help you."

Rolls

Persuasion - (1d20+4)

(9) + 4 = 13

Apr 6, 2016 6:03 pm
Mordred follows Everil through the door...

...and finds himself on a terrace on the perimeter of an enormous natural cavern. Numerous tunnels lead out of it in every direction. In the center of the cavern is a pool about 300' across, and in the middle of the pool is a vaguely beehive-shaped structure, 150' wide, made out of some sort of mud or concrete. Two structures of similar material but more irregular shape are built along the west and north sides of the cavern, resembling massive termite mounds.

Everil ignores Mordred and bounds down to the lower level of the cavern, heading toward a rough wooden bridge over the pool that leads to a doorway in the beehive structure.
Apr 6, 2016 6:25 pm
Leth says nothing, as his brain is working overtime to both try and remember the paths they are taking in case they have to flee back the way they came, and dealing with the newfound information that Zora was here, possibly in captivity, and escaped. He follows behind Mordred and Everil as close as he can, letting Mordred do the talking.
Apr 6, 2016 6:35 pm
Everil stops at the bridge. "GHAMAN! GHAMAN YOU FAILURE, COME OUT HERE!"

Another troll emerges from the beehive. This one is missing his right arm at the elbow. Everil meets him halfway across the bridge. The troll starts to speak but Everil yanks the troll's head down by its nose, backhands him across the face, and shoves him into the water. "GHAMAN! YOU CANNOT HIDE FROM ME!" Everil roars, and hurries over the bridge and into the beehive.
Apr 6, 2016 6:43 pm
Mordred makes the following gestures behind Everil's back to the rest of the party. Two fingers point to his eyes, then point all around the chamber, especially to the ground. Then a single index finger to his lips, which he then wags negatively at Everil.

Let's all try Perception and/or Survival checks to see if we see any evidence of Zora and how she might have escaped. If you do, don't let Everil know about it just yet.

Rolls

Perception - (1d20)

(12) = 12

Survival - (1d20)

(5) = 5

Apr 6, 2016 6:45 pm
Bring on the Perception/Insight rolls! Anybody gonna follow Everil into the beehive? The troll guarding the door sits up, but doesn't make any moves to stop any of you.
Apr 6, 2016 6:48 pm
Yes, I'm definitely following, making a "we are with him" gesture to the troll.
Apr 6, 2016 6:53 pm
Zangua huffs, then takes off after Mordred and Everil. He takes a route that gives him the most distance between himself and the troll guardian.

Rolls

Perception - (1d20+5)

(10) + 5 = 15

Insight - (1d20+5)

(3) + 5 = 8

Apr 6, 2016 7:48 pm
All of the tunnels leading out of this cavern -- Zangua estimates twenty immediately visible, not including the various entrances into the "termite mounds" -- make guessing where Zora might have gone a daunting prospect to say the least. He notices, as well, an alcove high up on the northeast part of the cavern where the large, cylindrical iron bell is located, and the little stream to the southwest that feeds the pool.

Mordred follows Everil over the bridge and into the beehive.

The entire ground floor is open, with pairs of thick columns at radiated intervals, and one massive central column, around which a ramp spirals up to the next floor. At its base is a tunnel that appears to lead to a basement level. There are several trolls inside, most of them resting indolently against the columns.

"GHAMAN!" Everil screams. A small humanoid creature, stooped from age, with a scaly, doglike face, hobbles down the central ramp.

"My king...I come...I come," he wheezes.

Everil stomps over to a nearby troll, grabs a drinking bowl out of its hands, and hurls it at Ghaman, who avoids it with a practiced flinch. "How did this happen!? Where has she gone!?" he loudly demands.

"The stream...she was very fast, my king...as soon as anyone realized what she was doing she was through the hole..."

Everil paces in a tight circle and lets out a moan of rage and despair. "The stream!? Why did you let her anywhere near it, you fool, you utter wreck of a fool!?"

"You told her she was free, my king...that she was safe in the sanctum...she wanted to take a walk outside the burrow...what was I to --"

"You know where she's gone, don't you? Of course. All the questions she asked me yesterday. How could I have been so blind. How could I have been so BLIND!?"

He runs back to the beehive entrance and stops at the door. He starts scratching the wall near the doorframe, in quick, repetitive motions.
Apr 6, 2016 9:40 pm
Vad/szemely, you still around?
Apr 6, 2016 10:30 pm
Yep. Sorry. Don't have access during the day so Vad spends most of his time just following the others. :-/

"What exactly did she ask you?" Vad asks running behind Everil as he runs to the beehive. "Where would she have gone?"

While Everil is wall scratching, Vad will look about for this 'hole'.
Last edited April 6, 2016 10:30 pm

Rolls

Perception - (1d20)

(8) = 8

Insight - (1d20)

(8) = 8

Apr 6, 2016 10:35 pm
yay, just making sure you're still here

Everil doesn't seem to be taking questions right now. He keeps scratching, doubles over. His fingers are leaving streaks of blood on the hard adobe-like wall.

The only obvious hole here is the one at the base of the central column, but in context it seemed like Ghaman was referring to the source of the stream?
Apr 6, 2016 10:49 pm
Mordred slips over to Ghaman and speaks to him confidentially. "We will make this right, don't worry Ghaman. So the little girl went up through the source of the stream? How long ago? Where does that lead, anyway? Tell us everything and we will fix it for you."
Last edited April 6, 2016 10:51 pm

Rolls

Persuasion - (1d20+4)

(9) + 4 = 13

Apr 6, 2016 10:59 pm
"It...it wasn't long ago," Ghaman stammers, keeping his voice low. "My king got word of goblins in the near tunnels, and went out to look for them...the girl -- Marjo -- she asked to take a walk around the moat, and I felt I had no basis to refuse her, so...so..."

Ghaman trails off as Everil drops to his hands and knees. Something strange is happening to him. His breathing is heavy and labored, and thick black and white hairs are starting to needle their way out of his back...
Apr 6, 2016 11:00 pm
OOC:
I guess we know where the scratching comes from? Is he communicating with something in the hive?

Insight - does the king seem like he was genuinely concerned about Zora, or wanted to keep her as a prisoner?
Nature - what in the werld would live in a giant hive?

Edit: whoah, posted that before I saw the update, use the Nature check on "what the fuck is happening to the guy?"
Last edited April 6, 2016 11:01 pm

Rolls

Insight - (1d20+2)

(4) + 2 = 6

Nature - (1d20+3)

(13) + 3 = 16

Apr 6, 2016 11:13 pm
Everil vomits. He starts writhing and scrabbling at the ground with his arms and legs as more and more hair pushes its way through his skin. He rolls his head back and you can see that his very skull has begun to change shape, flattening out and elongating around the mouth and nose...

Felor feels like Everil was panicking in a very Everil-centric way about losing the girl. Also, damned if it doesn't look like he's transforming into a giant badger.
Apr 6, 2016 11:23 pm
Felor's eyes widen and he backs away from Everil.
"Badgers... why did it have to be badgers??" he says to no-one in particular. Felor frantically unslings his shield and assumes a defensive stance with his spear, while attempting to ascertain how Everil's citizens are reacting to this transformation.
Apr 6, 2016 11:33 pm
Ghaman appears to be stressed out and fretting. The trolls seem largely indifferent.

In the span of just a few minutes, Everil's transformation appears to be complete. A man-sized badger stands in his place. He appears disoriented for a moment, taking tentative steps back and forth and jerking his head around, then darts out the door, bounds halfway across the bridge before leaping into the water, swimming toward the stream.

"This is not good. Not good at all," Ghaman whimpers, wringing his hands. "It'll be the girl from Gaad all over again."
Apr 7, 2016 12:26 am
Satisfied that no one seems to be targeting the group (for now), Zangua watches the lycanthrope swim up the water with interest. "That... was something," he exhales, impressed.
Apr 7, 2016 12:31 am
"Huh!" Vad mumbles as the giant badger-man leaps into the water. He then turns to Ghaman and asks, "Girl from Gaad? What happened to the girl from Gaad?" wondering if Marjo may be in some sort of danger.
Apr 7, 2016 1:46 am
"Ghaman, is this Marjo?" He shows the troll the shell with Zora's likeness on it.
Apr 7, 2016 2:18 am
Ghaman is a kobold, not a troll.

Ghaman squints at the shell. "Yes, that's Marjo. The girl from Gaad...oh, it was horrible. The king was inconsolable for weeks, so ashamed of what he'd done. All our hearts were broken. We thought she -- wait, who are you people? How do you know Marjo?"
Apr 7, 2016 2:42 am
"A friend from above-ground," mutters Zangua. "Your king brought us down here, since we both know Marjo, and we're all friends, right? What happened?"
Apr 7, 2016 3:50 am
Oops, sorry Ghaman!

He's not saying Marjo is the girl from Gaad, is he? Marjo is Zora, yes? And she just escaped minutes/hours ago. And a similar thing happened to this girl from Gaad a while ago?


"Come on, Ghaman, you better help us find Marjo before the King does. If we find her first, he will be very grateful, and will probably give you extra rations for a week. Show us where she might be headed."
Apr 7, 2016 4:25 am
Mordred: correct. More to come shortly...
Apr 7, 2016 4:10 pm
The stream is about 4' wide. When Everil crosses the stream and begins to run up against the current on short badger legs, it only comes up to his chest.

"She...she must be headed for the Squalid Sett," Ghaman says. "It's the fastest way to Hazard, and Marjo was adamant that she be allowed to travel to Hazard as soon as the tunnels were made safe. But if the king follows her there...if he breaks the treaty...oh, this is a disaster, and it's my fault, my fault!" He starts grinding his knuckles into his forehead and weeping.
Apr 7, 2016 4:14 pm
"What will the king do? What treaty are you talking about?" Leth asks, no longer able to keep silent. "The King personally brought here to see Marjo, but if she's lost or hurt, she won't be able to help anyone. We can help find her and solve this problem, but we need you to tell us exactly what's going on, and we need someone to lead us to the Squalid Sett. Can you do that?"
OOC:
Or should we just follow Everil, while we can still see him and keep up with him?
Last edited April 7, 2016 4:15 pm
Apr 7, 2016 4:18 pm
Everil is halfway up the stream, headed toward the tiny cavern mouth it flows out of...
Apr 7, 2016 4:19 pm
OOC:
Yeah actually, I'm inclined to say we just need to hurry up and follow Everil while we still can.
Apr 7, 2016 4:57 pm
"One last chance to help us, Ghaman, then you're on your own..."
Apr 7, 2016 5:03 pm
OOC:
"Tiny" cavern mouth? Is it big enough that we would be able to fit through?
Apr 7, 2016 5:05 pm
It looks like a tight squeeze, but Everil is going for it, and if you mostly submerge yourself you should be able to get in there.
Apr 7, 2016 5:13 pm
Zangua assesses the strength of the river's flow, half of his attention on Ghaman's words.
Apr 7, 2016 5:16 pm
I'll give Ghaman another 5-10 seconds, then I agree with going after Everil. I'll use my Cunning Action for a second Dash per round if we start to lose him.
Apr 7, 2016 5:21 pm
"Leave him" Vad says as he motions towards Ghaman. "We need to go, now!"
Apr 7, 2016 5:25 pm
The stream isn't flowing very forcefully.

"If you go south of the Hidden Ophid...follow the red marks...oh please, please, you must stop him before he crosses the broken boulder..."

Some of the trolls start to stir, getting up and stretching their rubbery limbs, evidently catching wind of the fact that the king taking flight into apparently forbidden territory may impinge on their responsibilities as Royal Guards.

At the mouth of the stream, Everil ducks his head under the water and starts trying to wriggle through the opening.
Apr 7, 2016 5:45 pm
Leaving Everil's hapless majordomo and lethargic Royal Guard behind, Vad and Mordred and company race toward the stream to follow the badger king.

He squeezes his hindquarters through the opening just as the party reaches the water, splashing up the flow to catch him. Mordred is the first to reach the opening, lowering himself down into the water to swim-crawl through on his belly.

While he doesn't have to struggle to fit himself through like Everil did, the difficulty in following soon becomes apparent. Once through the opening, Mordred barely has enough room to keep his nose above water as he crawls up the rocky stream bed. Everil, meanwhile, is making good time as he uses his powerful claws on the sides of the cavern to pull himself forward. Blood in the water tells Mordred that Everil is taking little care to avoid scraping himself on the sharp rocks, prioritizing speed of travel above all else.

Pursuers, give me some Athletics checks!
Apr 7, 2016 5:54 pm
Zangua tries to plant his hands against the sides of the tunnel and dig his heels into the ground to brace himself against the river's flow.

Rolls

Athletics - (1d20+6)

(13) + 6 = 19

Apr 7, 2016 6:42 pm
Mord is not a jock.

ETA: Oh. Bye everybody, I guess!
Last edited April 7, 2016 6:43 pm

Rolls

Athletics - (1d20-1)

(2) - 1 = 1

Apr 7, 2016 6:51 pm
Leth tries not to think about all of his now-soaked gear as he also follows as quickly as he can. Fueled by adrenaline and the thought that they could be only minutes away from Zora, he presses on, doing his best to also keep an eye out for the "red marks" Ghaman mentioned.
OOC:
Gonna guess the hidden ophid is the stream we're in now? Or is there an actual meaning to the word "Ophid" that I"m unaware of?

Also, what's our plan? Just follow him all the way to Zora, or are we actually going to try and stop him before he reaches the broken boulder, whatever that is?

@rocksteady looks like those cunning action dashes are gonna get some use after all :P

Rolls

Athletics - (1d20+3)

(18) + 3 = 21

Perception (looking for stuff Ghaman mentioned, will continue to do so as we keep going) - (1d20+4)

(20) + 4 = 24

Apr 7, 2016 6:51 pm
It wasn't a natural 1, so this will be merely humiliating and not fatal!

Mordred loses his grip on a slippery rock and faceplants into the water, accidentally inhaling some of it, and losing ground as he comes up coughing and sputtering. Zangua slips past him on his right side while he recovers, hot on Everil's tail...but the badger king isn't letting anything slow him down, and he's still gaining ground on his pursuers.

Anybody else got an Athletics roll in 'em?
Apr 7, 2016 6:56 pm
There's not much to Perceive down here except for water and rocks and the rear end of a giant werebadger, so let's just say that Leth Perceives that "Hidden Ophid" probably refers to the larger underground river they followed earlier, which more or less parallels the Ophid River on the surface, and that this stream probably diverts from it.

Leth, too, passes Mordred, and soon overtakes Zangua as well.
Apr 7, 2016 6:58 pm
OOC:
Ah, so logically, this stream will connect back to the Hidden Ophid, at which point we will go south and look for the red marks and/or continue following Everil.

Dang guys, so if we had just continued south along the river earlier, we might have caught up with Zora anyway! Ah well.


ETA: I wonder if it would be faster for others in the party to just book it on foot back the way we came to the river...
Last edited April 7, 2016 6:59 pm
Apr 7, 2016 7:07 pm
Since you followed Everil about three quarters of a mile west to reach his "castle," you'd probably lose a lot of time by backtracking.
Apr 7, 2016 7:09 pm
Zangua tries to help Mordred get to his feet and push him forward.

Rolls

Athletics - (1d20+6)

(6) + 6 = 12

Apr 7, 2016 7:17 pm
Ugh, more water. At least it's not a sewer this time... Vad laments as he gives chase.
Last edited April 7, 2016 7:18 pm

Rolls

Athletics - (1d20+1)

(11) + 1 = 12

Apr 7, 2016 7:29 pm
Zangua helps Mordred get going again while Vad keeps pace.

Everil, however, is in his element -- badgers are made for crawling through narrow tunnels. Before long even Leth begins to lose sight of him, though the sound of his splashing and scratching carries. But after a few hundred yards and a few bends in the stream, even that sound grows faint under the noise of the companions behind him and the babble of the stream itself.

The good news is that the tunnel starts to enlarge. There's more headroom, and it's getting easier to move.

Leth emerges into an open chamber, about 15' x 25', the rest of the party close behind, and his heart sinks. The stream continues through another small cavern, but from the dry ground on either side of it there are tunnels branching off to the southeast and southwest as well.
Apr 7, 2016 7:35 pm
Could we (Leth) hear enough to know that he continued down the stream, or might he have taken one of the tunnels?

Rolls

Perception - (1d20)

(9) = 9

Insight - (1d20+2)

(5) + 2 = 7

Apr 7, 2016 7:39 pm
Mordred can't hear anything that would indicate which path he took.
Apr 7, 2016 7:43 pm
"If he got out of the stream he most likely would have left some sort of trail." Vad says as he start to look on either side of the bank for a wet trail through the dry ground.

Rolls

Investigation - (1d20+1)

(10) + 1 = 11

Apr 7, 2016 7:49 pm
It looks like he splashed and shook himself off quite a bit when he reached this point, but to Vad it looks like there's more water leading to the southwest tunnel.
Apr 7, 2016 8:31 pm
Felor assists with looking for tracks.

I don't remember if I recast Light on my spear, but I do that now if I didn't already.

Rolls

Survivial skill check - (1d20+4)

(9) + 4 = 13

Apr 7, 2016 8:33 pm
Felor agrees: the best available evidence suggests the southwest tunnel.
Apr 7, 2016 8:36 pm
Mordred coughs a small portion of river out of his lungs and shoves the rest of the party towards the tunnel they seem to be examining for tracks.
Apr 7, 2016 8:40 pm
Zangua takes one last look around, casting another set of eyes around the area for any clues.

Rolls

Perception - (1d20+5)

(16) + 5 = 21

Survival - (1d20+5)

(8) + 5 = 13

Apr 7, 2016 8:54 pm
Zangua spots a white strand of badger fur on one of the rocks in the mouth of the southwest tunnel. It's got to be that one.

The southwest tunnel winds for about a quarter of a mile over rocky, uneven ground. You all can hear a dull roar of white noise ahead of you: it must be the underground river, the "Hidden Ophid."

The tunnel finally ends at a small opening high up near the ceiling of the great cavern the river runs through. From the opening you drop out, one by one, onto the north bank of the river.

As to where Everil might have gone from here -- upstream, downstream, across the river to the other bank -- it's not clear.
Apr 7, 2016 9:11 pm
The river runs southwest, right?

"The kobold said to go south of the Hidden Ophid and follow the red marks. Perhaps we should cross over and look for anything red."
Apr 7, 2016 9:12 pm
yes, the river runs southwest
Apr 7, 2016 9:14 pm
"We should probably split up; leave some on this side of the river and some cross over, so we can search both sides at once. The 'red marks' are probably our best guides now... Oh, and also look out for whatever the 'broken boulder' might be?"
Apr 7, 2016 9:23 pm
Oh boy, a split party! Who's going where?
Apr 7, 2016 9:27 pm
We will still be within sight and shouting distance of each other if we are just on opposite banks, right?

Mordred agrees with Leth. "I know I'm not the best tracker in the group, but we should all look. Spread out a bit, and we can head downstream if we don't find anything right away." He crosses over to the south bank and starts to look.
Last edited April 7, 2016 9:28 pm

Rolls

Athletics to cross the river? - (1d20-1)

(13) - 1 = 12

Perception - (1d20)

(4) = 4

Apr 7, 2016 9:29 pm
Let's do it this way: everybody pick a bank (north, south) and a direction (upstream, downstream) and give me an Investigation roll.
Apr 7, 2016 9:36 pm
South bank, slightly upstream of our current location.

Rolls

Investigation - (1d20)

(14) = 14

Apr 7, 2016 9:41 pm
OOC:
North bank, downstream.

Rolls

Investigation - (1d20+1)

(15) + 1 = 16

Apr 7, 2016 9:43 pm
South bank, downstream
OOC:
Eta: Well, crap.
Last edited April 7, 2016 9:43 pm

Rolls

Investigatin' - (1d20+4)

(3) + 4 = 7

Apr 7, 2016 9:46 pm
Fifty yards downstream, Leth sees it: a slab of stone lying on the ground, next to a tunnel mouth leading south.
Apr 7, 2016 9:59 pm
"I think I got something!" Leth calls back to the others, and goes to investigate the tunnel mouth for any positive indications that this is the correct way to go: Red marks, claw marks, badger fur or fresh blood... anything that might tell him Everil passed this way recently.
Last edited April 7, 2016 9:59 pm

Rolls

Investigate (this new tunnel and slab specifically) - (1d20+4)

(12) + 4 = 16

Apr 7, 2016 10:01 pm
Leth takes a look around. No obvious clues jump out at him until he flips the slab over and sees the small streak of red paint on it.
Apr 7, 2016 10:08 pm
"Red paint, this is it for sure!" He yells, and then begins to book it down the tunnel.
OOC:
Just realized I'm probably too far from Felor now to use his spear-light, if that's the case Leth would have lit his own torch while searching.

also I'm now very afraid the tunnels will be trapped, but we don't really have time to go slow and look for them...
Last edited April 7, 2016 10:08 pm
Apr 7, 2016 10:09 pm
The tunnel extends south a ways in a smooth bore.
Apr 7, 2016 11:34 pm
You guys heading down the tunnel? Anyone wanna volunteer for the vanguard?
Apr 7, 2016 11:41 pm
Mordred uses his stealth and darkvision as he moves down the passage.

Rolls

Stealth - (1d20+5)

(18) + 5 = 23

Perception - (1d20)

(7) = 7

Apr 7, 2016 11:45 pm
Mordred silently pads down the tunnel about 100' before reaching a 30' wide round chamber with exits to the west, south, and east.

With the exception of the tunnel he entered from, all the exits from this chamber have a small streak of red paint over them.
Apr 8, 2016 12:11 am
Footprints?

Rolls

Survivial skill check - (1d20+4)

(1) + 4 = 5

Apr 8, 2016 12:15 am
Zangua follows, keeping pace with the group and Mordred's advance.

Rolls

Perception - (1d20+5)

(8) + 5 = 13

Apr 8, 2016 12:51 am
With the exception of the tunnel he entered from, all the exits from this chamber have a small streak of red paint over them.

You gotta be kidding me.
Apr 8, 2016 12:57 am
The ground here is hard and rough, making prints hard to find. A quick examination shows that the west tunnel inclines and bends south, the east tunnel declines and bends north, and the south tunnel appears to continue south on level ground.
Apr 8, 2016 12:57 am
Zangua looks to the group. "We could try and trick him, make him think we found her?" he suggests, though he himself doesn't seem certain of how effective that would be. "Want me to take a chance?" he finally asks.
Apr 8, 2016 3:00 am
"Call him, tell him she's here. If he hears us, he might come out," says Zangua. But as he considers the idea some more, "Don't know what we'd do after that, though." He shrugs in resignation.
Apr 8, 2016 5:07 am
"It has to be either the west tunnel or the south tunnel. We could split up again, though I'm not sure how we'd contact each other." Leth says, catching his breath, and a bit exasperated at the sudden inconvenience of having to guess which way they should go again. "My guess is the south tunnel, but it could be either." Leth moves into the south tunnel a little bit, hoping that if Everil was still bleeding, he might have left behind some blood somewhere that could help give them an indication of where to go...

Rolls

Investigation (south tunnel for blood trail or other such signs of passage) - (1d20+4)

(18) + 4 = 22

Apr 8, 2016 5:42 am
No blood, but after spending a few minutes looking carefully, Leth sees faint impressions in the south tunnel that look like claw marks to him.
Apr 8, 2016 4:35 pm
Standing at the mouth of the south tunnel, you hear something. It sounds like a scream.
Apr 8, 2016 4:57 pm
"Good enough for me," says Zangua, and he takes off down the south tunnel, calling his mobility into play.
Apr 8, 2016 5:06 pm
Shamush reacts with Zangua to the scream and starts pelting down the tunnel with him, head down, face intent. He laughs wildly, saying, "This day could not get any more fucked up!"
Apr 8, 2016 5:14 pm
Leading the charge with Shamush right behind him, Zangua runs the 80' length of the south tunnel. He can hear grunting, growling, scraping sounds as he nears the tunnel exit, at which he skids to a stop. Everil is here, and so is a young woman, short but sturdily built with close-cropped brown hair, wearing breeches and a loose tunic. She's not quite the long-haired child painted on the shell, but this has to be Zora Kells.

They're in another thimble-shaped chamber, about 40' across. Two ledges jut out from the walls of this space, a little over 15' high, one opposite Zangua on the south wall, another to his right on the west wall. There's an open doorway on the west ledge, and a closed, heavy wooden door on the south ledge. A border of faded red paint surrounds the door. The door itself has been vigorously hacked at around where the handle should be, on its left side, showing multiple deep gouges.

http://i.imgur.com/nthfrTQ.jpg

Everil, still in badger-form, attempts to scrabble up the south ledge, snarling and chittering. Zora, kneeling on the ledge in front of the door, thrusts down at him with a bone javelin with a grunt of extertion, and Everil slides back down the side with a low growl.

Neither of them seem to have noticed you yet.
Apr 8, 2016 5:24 pm
"You feel like taking out a king?" Zangua asks Shamush, with a wild grin. His iron-shod club and handaxe are slipped out of their loops.
Apr 8, 2016 5:26 pm
Zora's head jerks up, and Everil quickly turns around, at the sound of Zangua's voice. Everil makes a low hissing sound.
Apr 8, 2016 5:31 pm
"Come on, your majesty," says Zangua, side-stepping to his left to clear the tunnel and give Shamush and the others the opportunity to position themselves. "We're all friends, right? We'll have a seat, sip some tea, or whatever it is you royals do?"

The tip of Zangua's club never wavers as it points towards Everil, while the blade of his handaxe is held back.
Apr 8, 2016 5:47 pm
Watching as Zora stabs down at the badger-king-man Vad has seen enough. "I'd be up for a little de-throwning." he responds to Zangua.
OOC:
Vad will take a ready action to prepare Magic Missile. Should badger-king-man make a move to attack Vad will unleash the spell.

EDIT: One more dart, only had the two.
Last edited April 8, 2016 5:47 pm

Rolls

Magic Missle - Three Darts [If needed] - (2d4+3)

(42) + 3 = 9

3rd dart - (1d4)

(4) = 4

Apr 8, 2016 5:56 pm
Everil backs into a defensive crouch, still hissing.

Zora looks stunned as more of you begin to emerge from the tunnel. "Vad!?" she gasps, as if she can't trust what her eyes are seeing.
Apr 8, 2016 6:05 pm
"Easy now," Zangua says to Everil, continuing his flank. "Why don't you turn back into the regal man you are, and we talk? You sheath your claws and teeth, I put away mine."
Apr 8, 2016 7:51 pm
"Zora!" Mordred shouts, "It's Mordred! Stay there, and we will take care of him."
Apr 8, 2016 7:59 pm
"MORDRED! What are you doing here?" Zora shouts back. At the sound of her voice, Everil makes a quick pivot and tries to spring up the right side of the ledge, but Zora lunges over, stabbing down blindly with the javelin and missing. With alarming speed, Everil has nearly half his bulk pulled up the ledge before Zora manages to jab him in the face. He loses his balance and falls back to the ground with a heavy thud, snorting in anger and distress as he recovers from having the wind knocked out of him.

"He can't understand us when he's like this," Zora says. "Did you bring any of the trolls with you?"
Apr 8, 2016 8:06 pm
Zangua grunts, stowing his weapons. "Hells, I'm probably gonna die," he mutters, and surges forward to try and restrain the badger.

Rolls

Athletics to Grapple - (1d20+6)

(13) + 6 = 19

Apr 8, 2016 8:11 pm
Zangua attempts to grapple the recovering werebadger king into submission!

Edit: Zangua gets his arms around Everil's neck and is promptly shaken right off.

Rolls

Everil's Athletics check to counter Grapple attempt - (1d20+2)

(19) + 2 = 21

Apr 8, 2016 8:26 pm
This isn't a combat situation yet, but if you guys plan to continue along these vectors, I'm gonna need some Initiative rolls.
Apr 8, 2016 8:43 pm
Is non-lethal damage still a thing in 5e?
Apr 8, 2016 9:43 pm
Everil backs away from Zangua a few feet, looks up at Zora, looks back at the rest of you. He makes a few strange badger vocalizations and growls.

"The trolls hold him down when he's out of control like this," Zora says. "They hold him down and squeeze his paws until..." she stops talking as Everil springs up on his hind legs and puts his forepaws on the wall, then backs down and paces around to the other side of the ledge. "...Until he goes back to normal."
Apr 8, 2016 9:58 pm
Can do a second level sleep spell if we can all back away from Everil a bit. Might be able to restrain him then.
Apr 8, 2016 10:07 pm
"You almost had him, Zangua. You and Shamush working together can do it, and the rest of us will... squeeze his paws?" Mordred looks quizzically up at Zora. "I think I can blind him to make it a little easier."

Mordred casts Color Spray at Everil.
Quote:
Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)

Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Rolls

Color Spray - (6d10)

(2103184) = 28

Apr 8, 2016 10:12 pm
Zora throws her arm up to cover her eyes as a dizzying riot of color kaleidoscopes out of Mordred's hand toward Everil. The werebadger leaps back with a shrill yelp. As the cone of color fades, Everil has his nose pressed to the ground and is rubbing at his face with his paws.

But he gets up, shakes his head, fixes what for all intents and purposes appears to be a focused glare on Mordred, and bares his teeth.

Y'all are in a combat situation now. Roll Initiative.

Rolls

Everil Initiative - (1d20+1)

(9) + 1 = 10

Zora Initiative - (1d20+1)

(3) + 1 = 4

Apr 8, 2016 11:01 pm
"How long does that take?" Zangua calls out, in a ready stance to try another badger-hug when the opportunity presents itself.

Rolls

Initiative - (1d20+2)

(19) + 2 = 21

Apr 8, 2016 11:29 pm
Seeing Zora safe is a huge relief to Leth. Though he had never met her personally, after all they had been through to find her, he feels as though he's seeing a long-lost friend. The task at hand, however, requires his immediate attention. If they want to remove the dangerous badger without killing him, it seems that they'd have to wrestle it down. Seeing Zangua prepare himself to get physical, Leth does likewise.

Rolls

initiative - (1d20+3)

(15) + 3 = 18

Apr 8, 2016 11:34 pm
Oh, and anybody who feels so inclined should make an Arcana check...
Apr 9, 2016 1:08 am
Shamush crouches and walks towards the badger, ready to grab some fur. He flinches back as the king growls and remarks to Mordred with a rueful expression, "Easier, is that what you were going for?"

Rolls

Initiative - (1d12+2)

(4) + 2 = 6

Whoops, d20 initiative this time! - (1d20+2)

(16) + 2 = 18

Apr 9, 2016 2:52 am
"So.... we're going to give a were-badger a foot rub?"

Rolls

Initiative - (1d20+2)

(16) + 2 = 18

Arcana - (1d20+3)

(1) + 3 = 4

Apr 10, 2016 1:29 am
Mordred shrugs. "Do badgers have a good sense of smell? We don't get a lot of badgers in the sewers."

Rolls

Initiative - (1d20+3)

(7) + 3 = 10

Arcana - (1d20)

(13) = 13

Apr 10, 2016 4:35 am
Mordred remembers an old thieves' fable about a wererat burglar who couldn't be harmed by iron or steel, only to die by a cut from his rival's silver knife...
Apr 10, 2016 12:10 pm
"... We did get a were-rat once, and he could only be harmed by silver. Unless one of you has more expensive weapons than I've seen so far, we are going to have to subdue him and get him to change back."
Apr 10, 2016 7:52 pm
Relieved to see Zora alive, Felor readies himself to subdue the subterranean king.

Rolls

Initiative - (1d20+1)

(18) + 1 = 19

Apr 11, 2016 3:58 pm
Combat begins! Here are your initiative tiers:

1st: Felor, Leth, Shamush, Zangua, Mordred
2nd: Everil
3rd: Vad
4th: Zora


Tier one, you are go!
Apr 11, 2016 4:12 pm
So I'm thinking we should have the most athletic characters attempt to grapple, while the less athletic members (like Mordred) use a Help action to give them advantage on their rolls. So if someone wants to grapple, Mordred will Help. I'd really like to subdue Everil rather than kill him, so we can possibly get some more information about the Badgerways out of him.
Apr 11, 2016 4:32 pm
Zangua leaps forward again, angling at the cavern wall and planting his foot to launch himself high upon the badger-king's back.

Rolls

Athletics to Grapple - (1d20+6)

(11) + 6 = 17

Advantage from Mordred (assuming) - (1d20+6)

(11) + 6 = 17

Apr 11, 2016 4:42 pm
Future grapplers, you can roll Everil's counter along with your own roll; it's 1d20+2.

Edit: Throwing himself at Everil again, Zangua succeeds in wrapping the royal werebadger in a bear hug.

Rolls

Everil's Athletics check to counter Grapple attempt - (1d20+2)

(2) + 2 = 4

Apr 11, 2016 8:10 pm
Since Mordred was helping Zangua with that bear hug (how'd you help, Mordred?), Felor, Leth, and Shamush are up next.
Apr 11, 2016 8:30 pm
Given Zangua's rolls, it appears I just waved my hands around menacingly and said, "Hey Everil! Look behind you!"
Apr 11, 2016 8:33 pm
"Zora, you said they squeeze his paws? All four paws? Like a massage thing, or what? Tell us what to do to get him back into human form."
Apr 11, 2016 8:38 pm
"Well...I only saw it happen once," Zora says. With Everil distracted, she has already turned around and started hacking away at the door with her bone javelin again. "One troll held him down and another two squeezed his front paws with both hands."
Apr 11, 2016 8:44 pm
Can I climb up to Zora's platform as the movement portion of my turn? I should probably have said at the time, so it's OK if not.
Apr 11, 2016 8:54 pm
It's a pretty sheer climb, your best bet would be two kind of wedge yourself where the protruding part of the ledge meets the wall of the chamber and shimmy up, but that's definitely going to take an ability check and is more of a task taking up your turn action than a basic movement.
Apr 12, 2016 3:42 am
OOC:
So Zangua just has a hold on him? He's not pinned to the ground yet?

I would want Leth to help in whatever way he needs to in order to get Everil on the ground and to then start applying pressure to one of his paws, but I'm not 100% sure what sort of action/check/roll I would need to accomplish that...
Apr 12, 2016 12:06 pm
Dropping his spear and shield to the ground, Felor charges forwards to assist Zangua in subduing the were-beast while beseeching "Fjorgyn, lend me your strength!"

Cast Guidance and add to Athletics check. To the paw rubbing thing if Zangua has him pinned, otherwise help to pin him while others do the paw thing.

Rolls

Athletics + Guidance - (1d20+2, 1d4)

1d20+2 : (3) + 2 = 5

1d4 : (3) = 3

Everil's opposing check - (1d20+2)

(6) + 2 = 8

Apr 12, 2016 4:01 pm
Leth: you could either assist Zangua in holding him down, or go for a paw. Either would be an Athletics check.

Felor goes for one of Everil's paws and manages to keep a hold on a few of his digits, but he's trying hard to wrench it away...

Shamush, you're up.
Apr 12, 2016 4:44 pm
So to assist Zangua, what should I roll?
Apr 12, 2016 4:46 pm
If you want to dogpile him, do an Athletics check; it'll make it harder for Everil to break free.
Apr 12, 2016 4:52 pm
Shamush spreads his hands and looks for an opening and then darts forward to help Zangua subdue the badger.

Rolls

Athletics - (1d20+4)

(13) + 4 = 17

Apr 12, 2016 5:01 pm
Shamush joins Zangua in trying to hold the werebeast down.

Waiting on Leth's action decision for now...
Apr 13, 2016 4:51 pm
To keep things moving, gonna bump Leth to the next slot.

Everil thrashes about, trying to dislodge the humans hugging him and holding his paws.

Edit: Felor loses his grip, but Zangua and Shamush stay on him.

Leth and Vad, you're next!

Rolls

Everil Athletics check to break free - (1d20+2)

(15) + 2 = 17

Apr 13, 2016 5:08 pm
OOC:
writing from my phone, I'll be away from my computer til Friday.

I think if we can keep at least two (maybe even three) of us piled on him, then the rest of us go for the paws, we should be good.
Seeing the were-badger vulnerable on the ground, Leth goes for a paw - the one opposite of Felor - and tries to get ahold of it and start squeezing, hoping it will actually work.

Rolls

Southpaw Athletics - (1d20+3)

(15) + 3 = 18

Everil's check - (1d20+2)

(14) + 2 = 16

Apr 13, 2016 5:16 pm
Leth dives for Everil's left paw and grabs hold, squeezing tightly. Everil tries to jerk it away, but Leth isn't about to let go.

Vad, you're up!
Apr 13, 2016 9:25 pm
OOC:
Appears the right paw is open still?
Badger jumping not being something Vad is to familiar with he hesitates for a moment before sighing in resignation and running towards badger-man's front right paw. "I'll get this one!" he screams as he awkwardly throws himself through the air.

Rolls

Athletics - (1d20+1)

(17) + 1 = 18

Break Free - (1d20+2)

(16) + 2 = 18

Apr 13, 2016 9:47 pm
Vad goes for the right paw, and while he doesn't maintain the most solid of grips on it, manages to hang on.

Zora, meanwhile, continues hacking away at the door behind her.

A new round begins! Felor, Leth, Shamush, Zangua, and Mordred are up!
Apr 13, 2016 10:40 pm
Zangua does his best to hold on. "He smells worse than you, Shamush!"

Rolls

Athletics to maintain grapple - (1d20+6)

(3) + 6 = 9

Everil counter - (1d20+2)

(12) + 2 = 14

Apr 13, 2016 10:42 pm
Everybody -- if you just want to maintain your current Grapple hold, you don't need to roll again, it's on Everil to use his turn to break free if he can.

Felor, Leth, Shamush, and Mordred are next!
Apr 13, 2016 10:42 pm
OOC:
Ah, thanks for the explanation!
Apr 14, 2016 8:46 am
Can I help with the paw-rubbing or is it strictly one-man-per-paw?
Apr 14, 2016 12:06 pm
So we've currently got Shamush and Zangua pinning Everil, with Leth and Vad squeezing a paw each, is that right? I'm guessing we need to squeeze for a certain length of time, so Mordred will jump on the pig-pile holding him down.

Rolls

Athletics - (1d20-1)

(6) - 1 = 5

Apr 14, 2016 4:08 pm
"Fjorgyn! Assist this loyal servant with your might!" Felor implores, laying a hand on Mordred's shoulder.

Cast Guidance, and add it to Mordred's Athletics check. (Is that OK? You can add the roll before or after rolling the skill check so is it cool to cast it after Mordred's already done the check?)

Rolls

Guidance - (1d4)

(3) = 3

Apr 14, 2016 4:10 pm
Edit: Felor, this use of Guidance is fine.

Mordred circles around the Everil dogpile, trying to get at his relatively exposed hindquarters to lend a hand in holding him down. He gets a tentative grasp of the werebadger's legs, and...

Something flies through the air from the open doorway on the west ledge, landing on the ground in the middle of the chamber with a wet thud. A bundle, wrapped in a cloak stained with sticky reddish-black goo. You recognize the cloak. It's Ghaman's cloak.

You all look up. Standing on the west ledge is a bronze construct in the shape of a tall, gaunt man with spindly limbs and a head shaped like a scroll case standing on its end, studded with glowing red gems. In one pincerlike hand it holds a long bronze pole topped with a C-shaped blade.

"I HAVE COME FOR WHAT I SOUGHT," it says in a dead, flat voice. "I AM IMPLACABLE."

With one unnaturally sudden, swift leap, it springs from the west ledge to the one Zora is standing on, landing on large, squared-off feet. Zora screams and leaps from the ledge, hitting the ground hard but rolling into a somersault.

Everil struggles against the men holding him down and twists his neck up to look at the construct, snarling furiously.

Shamush, it's your turn.
Apr 14, 2016 4:20 pm
Fuuuuuuuuuuuuck. Did not see that coming.
Apr 14, 2016 4:23 pm
OOC:
You totally modelled him on IG-88 right? ;) That is a bad-ass scary image.

So, uh, can we let Everil have at the droid?
Apr 14, 2016 4:38 pm
http://1u88jj3r4db2x4txp44yqfj1.wpengine.netdna-cdn.com/wp-content/uploads/2015/11/IG-88.jpg

That's what I was thinking, notinventedhere.
Last edited April 14, 2016 4:38 pm
Apr 14, 2016 4:41 pm
No, no, it's totally different! He's BRONZE! And the red lights on his head aren't electric lights, they're glowing magic gems! idk what you guys are talking about
Apr 14, 2016 7:22 pm
Is it too involved a set of actions to get off Everil and get a javelin fwung at the construct in one round?
Apr 14, 2016 7:45 pm
Nah, you can release him as a free action, so that would be alright.
Apr 14, 2016 7:59 pm
Shamush looks up through a tuft of badger fur at the arrival of the construct, his eyes wide and startled. He releases his grip and as he stumbles back, reaches over his shoulder for one of his javelins and hurls it up at the awful thing with wild lunge. Rattled, he croaks, "Kill, Your Majesty! Kill it!"

Rolls

Attack with javelin - (1d20+4)

(11) + 4 = 15

Damage with javelin - (1d6+2)

(4) + 2 = 6

Apr 14, 2016 8:03 pm
Shamush's javelin pings off the Implacable's slender bronze chest.

Everil has the next turn; before I decide his action, I need to know if Zangua et al are going to keep trying to hold him down, or let him go?
Apr 14, 2016 8:27 pm
OOC:
Zangua is definitely going to channel is best Laurence Olivier and release the badger.
Apr 14, 2016 8:34 pm
With Zangua and Shamush off of him, Everil launches himself at the construct without hesitation, biting at the hip joint and slashing madly with his claws...

Edit: Everil clamps into the Implacable's upper thigh with his jaws and rakes so forcefully into its belly you can hear the metal screech.

Vad, you're up!

Rolls

Everil bite vs Implacable - (1d20+4)

(13) + 4 = 17

Damage, if applicable - (1d8+2)

(4) + 2 = 6

Everil claws vs Implacable - (1d20+4)

(15) + 4 = 19

Damage, if applicable - (2d4+2)

(21) + 2 = 5

Apr 14, 2016 9:38 pm
Quickly releasing Everil's paw Vad rolls ungracefully to his right before hopping to his feet. With a fluid gesture and a quick muttering of words a ray of cold leaves his hand and heads towards the mechanical being.

Rolls

Ray of Frost, Damage - (1d20+5, 1d8)

1d20+5 : (13) + 5 = 18

1d8 : (6) = 6

Apr 14, 2016 10:01 pm
Vad sprays hyperchilled air into the Implacable's breadbasket, forming rings of frost and narrowly missing Everil's snout.

Zora staggers half-upright, grabs her bone javelin from where she dropped it, and jogs toward the ground-floor entrance, limping. "Come on!" she yells.

New round begins! Rolling for the new combatant's initiative...

Edit: Okay, new order:

1st tier: Zangua
2nd tier: The Implacable
3rd tier: Felor, Leth, Mordred, Shamush
4th tier: Everil
5th tier: Vad
6th tier: Zora

Zangua, you're up!

Rolls

The Implacable Initiative - (1d20)

(20) = 20

Apr 14, 2016 10:59 pm
Zangua draws his handaxe and slides forward to slash at the construct, testing the strength of the metal.
OOC:
I believe drawing and attacking with two weapons are separate actions, so I assume I can only make one attack? In the next round, am I able to draw my club for two-weapon fighting?

Rolls

Handaxe vs Implacable, Damage - (1d20+6, 1d6+4)

1d20+6 : (13) + 6 = 19

1d6+4 : (6) + 4 = 10

Apr 14, 2016 11:49 pm
Yes, you can dual-attack next round.

Zangua's axe seems to bounce right off the construct's flank. Suddenly besieged from all sides, the Implacable thrusts back at Zangua with the butt end of its catchpole, then brings the blade end in a wide arc down onto Everil...

Edit: Zangua lunges away from the thrust of the bronze pole, but Everil is not so quick to react, and the blade slices into his right shoulder. Everil lets out a sharp whine of pain as the blood coming out of his shoulder seems to thicken and clot within seconds, clinging to his fur like strawberry preserves...

Felor, Leth, Mordred, Shamush, you're up.

Rolls

The Implacable's butt-end catchpole attack vs Zangua - (1d20+9)

(1) + 9 = 10

Damage, if applicable - (1d6+5)

(6) + 5 = 11

The Implacable's blade-end catchpole attack vs Everil - (1d20+9)

(6) + 9 = 15

Damage, if applicable - (1d10+5)

(2) + 5 = 7

Everil CON saving throw vs poison - (1d20+2)

(3) + 2 = 5

Everil additional poison damage - (2d4)

(41) = 5

Apr 15, 2016 3:53 am
Seeing Zora head for an exit, Leth follows her, letting an arrow loose at the construct as he goes. He stays just a moment to see the outcome - this creature looks to be made of metal, and if that's the case, Leth isn't sure how they could harm it. He hopes to see some signs that it is indeed suffering harm from their attacks.

Rolls

Attack vs. The Implacable - (1d20+7, 1d8+3)

1d20+7 : (15) + 7 = 22

1d8+3 : (4) + 3 = 7

Perception - is the implacable getting hurt at all? - (1d20+4)

(7) + 4 = 11

Apr 15, 2016 8:53 am
Felor moves back to where he'd dropped his equipment, but before picking it up points a finger at the construct and announces "Fjorgyn! Strike down this unnatural device!". A bright spark of light leaps from his fingertip and arcs towards the construct.

Cast Guiding Bolt - IF IT HITS: All attacks vs construct gain advantage until the end of my next turn.

Rolls

Attack roll - (1d20+4)

(9) + 4 = 13

Damage if applicable (radiant) - (4d6)

(1415) = 11

Apr 15, 2016 12:00 pm
"She's right, we should go. Between Everil and The Implacable, we are doomed if we try to fight." Mordred runs to follow Zora and Leth and casts a bolt of flame at The Implacable as he goes.

Rolls

Fire Bolt - (1d20+2)

(13) + 2 = 15

Damage - (1d10)

(6) = 6

Apr 15, 2016 3:56 pm
Leth's arrow strikes the Implacable square in the chest, but does not take purchase, and seems to do the construct no harm. Felor's bolt of light and Mordred's bolt of fire both fly wide of their svelte target.

Shamush, your turn!
Apr 15, 2016 4:00 pm
OOC:
Shit! Uh, are we just legging it then? Seems pretty tough to hit.
Apr 15, 2016 4:51 pm
As far as you can tell, the following things have hit the Implacable and hurt it: Everil's teeth and claws, Vad's Ray of Frost

These things have not: Zangua's hand axe, Leth's arrow
Apr 15, 2016 6:36 pm
Shamush unslings his ugly club and shield. He looks at the club, looks at the Implacable, sighs loudly and charges forward, growling, his eyes going flat and feral.

Activating rage and frenzy.

Rolls

Morningstar attack - (1d20+4)

(6) + 4 = 10

Morningstar damage - (1d8+4)

(2) + 4 = 6

Apr 15, 2016 6:55 pm
The Implacable sidesteps Shamush's swing with unexpected dexterity. Immediately after, Everil launches himself at it again.

Edit: Everil bites down hard on the Implacable's knee, but is shaken off quickly, leaving him to swipe at empty air with his claws. However, you can see gouges in the bronze left by Everil's teeth.

Vad, you're next!

Rolls

Everil bite vs Implacable - (1d20+4)

(20) + 4 = 24

Damage, if applicable - (1d8+2)

(8) + 2 = 10

Everil claws vs Implacable - (1d20+4)

(4) + 4 = 8

Damage, if applicable - (2d4+2)

(41) + 2 = 7

Apr 15, 2016 8:28 pm
OOC:
I think I'm literally useless in this fight, ya'll hahahaha
Apr 15, 2016 8:56 pm
Who took the magic sword? Let's see if that dents him.
Apr 15, 2016 9:27 pm
OOC:
No one claimed the sword, so whoever took it from the goblins still has it.
Apr 15, 2016 10:01 pm
My mental note was that Leth had the sword, but it looks inconclusive
Apr 15, 2016 11:00 pm
Unsure if the cold had any effect on The Implacable, Vad reaches for his crossbow and quickly fires off a bolt.

Rolls

Crossbow Attack / Damage - (1d20+4, 1d8+2)

1d20+4 : (4) + 4 = 8

1d8+2 : (3) + 2 = 5

Apr 15, 2016 11:09 pm
Vad's crossbow bolt whizzes past the Implacable and embeds itself in the wall.

"Mordred -- all of you -- come on! Come on!" Zora shouts, hopping backwards down the tunnel on her good leg.

New round. Zangua, you're up again.
Apr 15, 2016 11:15 pm
OOC:
Actually now that you mention it I think I did say that if no one else wanted the sword, I would take it. Don't remember if anyone else spoke up about it after that though.

Also, I would suggest just leaving The Implacable behind with Everil and legging it down the tunnel. And healing/carrying Zora, if possible.
Apr 15, 2016 11:31 pm
"Move! I'll cover you!" shouts Zangua as he draws his club. With a weapon in each hand, Zangua dances lightly in front of the Implacable to keep its attention, remaining between it and the fleeing girl.
OOC:
Taking the Dodge action to impose disadvantage.
Apr 16, 2016 12:19 am
Turning its attention on Zora's flight down the tunnel, the Implacable announces to the room, "YOU CANNOT FLEE FROM THE IMPLACABLE," and whirls its catchpole at the dancing warrior standing between it and its quarry.

Edit: The blunt end of the pole cracks against Zangua's helmet, ringing his head like a bell, soon followed by the blade swooping up across his chest, cutting into the enchanted scales of his armor...

Zangua, please make a Constitution saving throw! Also, Felor, Leth, Mordred, and Shamush can take their actions.

Rolls

The Implacable's disadvantaged butt-end catchpole attack vs Zangua - (1d20+9)

(17) + 9 = 26

The Implacable's disadvantaged butt-end catchpole attack vs Zangua - (1d20+9)

(9) + 9 = 18

Damage, if applicable - (1d6+5)

(3) + 5 = 8

The Implacable's disadvantaged blade-end catchpole attack vs Zangua - (1d20+9)

(13) + 9 = 22

The Implacable's disadvantaged blade-end catchpole attack vs Zangua - (1d20+9)

(13) + 9 = 22

Damage, if applicable - (1d10+5)

(3) + 5 = 8

Apr 16, 2016 12:41 am
Mordred runs to Zora's side and asks if she is OK. He stands between her and The Implacable and prepares a Fire Bolt spell as a Ready action, should The Implacable give chase.
Last edited April 19, 2016 8:03 pm

Rolls

Fire Bolt - (1d20+2)

(3) + 2 = 5

Damage - (1d10)

(6) = 6

Apr 16, 2016 12:45 am
Zangua idly wonders if such a construct would prove a suitable sparring partner. Minus the nasty weapon, of course.

Rolls

Constitution - (1d20+5)

(3) + 5 = 8

Apr 16, 2016 5:51 pm
"I'm fine" Zora says, then, a beat later: "I twisted my knee or something."

Zangua feels a burning, swelling sensation in his chest, where the Implacable cut him.

Felor, Leth, Shamush, you're up!

Rolls

Zangua poison damage - (2d4)

(24) = 6

Apr 16, 2016 11:49 pm
Seeing that his arrow had no effect, Leth curses and puts away his bow, and goes to retrieve his shortswords as they move down the tunnel. He suddenly remembers he has a "new" sword - and didn't Felor say it was enchanted? Maybe that could prove to be effective. He draws the magic shortsword in his right hand and one of his original shortswords in his other, though he makes no attempt to attack The Implacable and instead opts to keep following Zora down the tunnel, simply being prepared to fight with the swords should he be forced to do so.
Apr 18, 2016 1:51 am
Shamush, in the throes of his frenzy, whacks away at the construct with his club, moving to Zangua's side as he does so.

Two attacks due to frenzy, fruitless or not.

Rolls

Attack Roll #1 - (1d20+4)

(13) + 4 = 17

Attack Roll #2 - (1d20+4)

(13) + 4 = 17

Damage Roll #1 - (1d8+4)

(8) + 4 = 12

Damage Roll #2 - (1d8+4)

(2) + 4 = 6

Apr 18, 2016 8:41 am
Quote:
"YOU CANNOT FLEE FROM THE IMPLACABLE,"
"I beg to differ," Felor mutters as he scoops his equipment off of the floor and retreats down the tunnel with Zora.
(does collecting my stuff count as an action, or can I cast a spell too?)
Last edited April 18, 2016 10:01 am
Apr 18, 2016 4:24 pm
Shamush whangs away ineffectually at the Implacable while Felor scoops up his belongings.

Sure Felor, you can cast a spell!
Apr 19, 2016 8:23 am
"I beseech thee, destroy this unnatural terror!"

Cast Guiding Bolt - IF IT HITS: All attacks vs construct gain advantage until the end of my next turn.

Rolls

Guiding Bolt attack roll - (1d20+4)

(5) + 4 = 9

Damage if applicable (radiant) - (4d6)

(1251) = 9

Apr 19, 2016 3:46 pm
Felor's piety seems insufficient thus far to draw Fjorgyn into this fight; his bolt goes wide of its target again, searing the cavern wall.

With the Implacable presenting its back to him, Everil springs for the construct's neck...

Edit: The Implacable ducks out of the way, leaving Everil to land alongside it, chomping at air and scratching dirt.

Vad, you're up!

Rolls

Everil bite vs Implacable - (1d20+4)

(12) + 4 = 16

Damage, if applicable - (1d8+2)

(4) + 2 = 6

Everil claws vs Implacable - (1d20+4)

(3) + 4 = 7

Damage, if applicable - (2d4+2)

(34) + 2 = 9

Apr 19, 2016 4:49 pm
OOC:
Running low on spell slots and probably good to save a couple for healing so probably not much else I can do attack-wise. If people want to stay and fight I can try and assist somehow though.
Apr 19, 2016 4:59 pm
OOC:
Zangua's trying to delay it so you can get Zora out of there. He's down to 4/31 HP (hoped his Dodge might keep him alive) and plans to Disengage and flee when possible.
Apr 19, 2016 9:17 pm
Seeing some of the others starting to move and that most of the attacks seem to be ineffective, Vad will run after the others.
Apr 20, 2016 12:16 am
Seeing that most of you are opting to follow her into the tunnel, Zora turns and starts leading the way through, but that bad knee looks to be compromising her speed.

New round. Zangua, you're up.
Apr 20, 2016 8:43 am
I'm not sure how mechanics around injury work in D&D - if I used Cure Wounds on Zora would that sort out her knee?
Apr 20, 2016 3:40 pm
OOC:
Unsure of the rules here. Using two weapons, I get two attacks. Am I able to make one attack, and then Dash away from the Implacable?

I ask because the Mobile feat lets me avoid any opportunity attacks from a target after I make a melee attack upon it.
Apr 20, 2016 4:40 pm
Felor: she has what we call a "narratively-mandated injury," but yes CW should sort her out

Zangua: I'm just gonna make a spot ruling here and say sure, you can make one attack and Dash away
Apr 20, 2016 4:47 pm
Knowing full well that his weapons have no apparent effect on this construct, Zangua opts for a tactical withdrawal. He risks a glance over his shoulder to check on how far the others have gone, then feints forward with his club in a thrust.

He then pivots on his front foot to face the tunnel, and quicker than one might imagine Zangua dashes after the retreating group.
OOC:
With Dash, can move up to 80 feet. If that overtakes Zora et al, so be it and I'll be like Shaggy outrunning the Mystery Gang. Zoinks.

Rolls

Club attack vs Implacable, Damage - (1d20+6, 1d4+4)

1d20+6 : (3) + 6 = 9

1d4+4 : (2) + 4 = 6

Apr 20, 2016 5:27 pm
Zangua hovers in place for a moment, making running motions in mid-air, before dashing past the rest of his companions, leaving a white puff of dust behind. He then runs past the same repeating background for several minutes...

Zangua whiffs at the Implacable and runs away, but the Implacable makes no move to pursue. Instead, it methodically deals with its remaining antagonists, swinging its catchpole at Shamush, then pivoting around with unnatural grace to bring the butt of the pole down on Everil's head.

Edit: Shamush lunges out of the way in time, but the pole lands solidly on Everil's badger skull.

Next up: Felor, Leth, Shamush, and Mordred!

Rolls

The Implacable's blade-end catchpole attack vs Shamush - (1d20+9)

(5) + 9 = 14

Damage, if applicable - (1d10+5)

(2) + 5 = 7

The Implacable's butt-end catchpole attack vs Everil - (1d20+9)

(7) + 9 = 16

Damage, if applicable - (1d6+5)

(2) + 5 = 7

Apr 20, 2016 7:49 pm
How much of a beating has The Inplacable taken that we can discern? From Everil, I mean.
Apr 20, 2016 7:54 pm
It has taken 37 points of damage so far.
Apr 21, 2016 1:05 am
How far down the tunnel are we?
Apr 21, 2016 8:34 am
Seeing the party's attacks against the construct fail to have much impact, Felor's mind turns to the retreat. Zora's injury would surely slow them down if not treated, and that gash on Zangua's chest looked nasty. The description of what happened to the past victims of the construct's catchpole flashes through his head. Zangua's wound needs seeing too as well, but for now they just needed to escape. Catching up with Zora, Felor puts his hand on her shoulder to stop her for a moment, then bends down to touch her knee and whispers a prayer.

Cast Cure Wounds on Zora.

Rolls

Cure Wounds - (1d8+4)

(5) + 4 = 9

Apr 21, 2016 4:02 pm
Zora and Zangua are the farthest at about halfway down the tunnel, 40'.

Felor lays his hands on Zora's knee and channels the divine warmth of Fjorgyn's power into the torn ligaments therein.

Leth, Shamush, and Mordred, you're up!
Apr 21, 2016 4:42 pm
Mordred throws another Fire Bolt at the metal man and then runs further down the tunnel.

Rolls

Fire Bolt, Damage - (1d20+2, 1d10)

1d20+2 : (19) + 2 = 21

1d10 : (1) = 1

Apr 21, 2016 6:41 pm
Leth continues running after the group.

"You know..." He shouts towards the group between breaths, "We'll have to.... stop and fight it.... sometime...

...

...Where are we headed?"
Apr 21, 2016 8:09 pm
Shamush seems oblivious to the retreat of his group, and that he's left fighting a metal man alongside a giant badger. He skirts around the construct and slashes and hollers incoherently.

I'm going to use the 'Help' action to give Everil advantage on his next, first attack.
Apr 21, 2016 10:56 pm
Mordred clips the Implacable with a jet of flame before turning to run.

With Shamush running interference, Everil shakes his battered head and goes for the construct's legs.

Edit: The werebadger sinks his teeth into the Implacable's thin bronze shin, but can't quite land his claw slashes.

Vad, you're up!

Rolls

Everil advantaged bite vs Implacable - (1d20+4)

(3) + 4 = 7

Everil advantaged bite vs Implacable - (1d20+4)

(19) + 4 = 23

Damage, if applicable - (1d8+2)

(6) + 2 = 8

Everil claws vs Implacable - (1d20+4)

(9) + 4 = 13

Damage, if applicable - (2d4+2)

(11) + 2 = 4

Apr 21, 2016 11:27 pm
Vad will stop in place, no longer running with the others, and yells out to Shamush. "Into the corridor!"

He'll then fire another ray of frost at the Implacable.
OOC:
How wide is the tunnel? If we can get him to follow us into here Vad can try a Web to slow him down???

Rolls

Ray of Frost, Damage - (1d20+5, 1d8)

1d20+5 : (14) + 5 = 19

1d8 : (2) = 2

Apr 22, 2016 4:45 pm
The tunnel is about 10' wide.

Vad catches the Implacable's shoulder with a bit of frost.

"Fight it? We've got to lose it!" Zora answers Leth. She puts some weight on her newly healed knee to test it, then bolts down the tunnel.

New round. Zangua, you're up.
Apr 22, 2016 4:55 pm
"If you know where to go, lass!" says Zangua. He will continue down the tunnel until he reaches an intersection.
Apr 22, 2016 5:45 pm
This is the place you'll backtrack to if you continue down the tunnel:
BullOctorok says:
Mordred silently pads down the tunnel about 100' before reaching a 30' wide round chamber with exits to the west, south, and east.

With the exception of the tunnel he entered from, all the exits from this chamber have a small streak of red paint over them.
BullOctorok says:
The ground here is hard and rough, making prints hard to find. A quick examination shows that the west tunnel inclines and bends south, the east tunnel declines and bends north, and the south tunnel appears to continue south on level ground.
Zangua follows Zora back into the round chamber with the three red-marked exits.

The Implacable doubles down on trying to finish off Everil, thrusting the catchpole blade straight at his throat.

Edit: Everil manages to leap back just in time.

Felor, Leth, Mordred, and Shamush, you're up!

Rolls

The Implacable's special catchpole attack vs Everil - (1d20+9)

(2) + 9 = 11

Damage, if applicable - (1d10+5)

(4) + 5 = 9

Apr 24, 2016 12:27 am
Felor follows the others down the passage to the chamber, attempting to draw on his past discussions with dwarven miners to assess how easy it would be to collapse one of these passages behind them.

Rolls

hmm... Perception? - (1d20+2)

(13) + 2 = 15

Apr 24, 2016 12:56 am
You'd need some highly explosive magic, or to have invented TNT.
Apr 24, 2016 1:05 am
*edits character sheet to include "invented TNT"*
Apr 25, 2016 10:55 am
OOC:
It occurs to me we should have summoned the king's troll guards somehow. Anyone got a way to do that?
Apr 25, 2016 3:50 pm
Anybody got a spell for that? You're quite out of shouting distance, needless to say.

Leth, Mordred, and Shamush are up.
Apr 25, 2016 4:32 pm
"We should head back to the troll 'hive' unless you have a better idea, Zora. I'll see what I can do about alerting them to our plight." Mordred summons Thaumaturgic energy, increasing the sound of his voice three-fold. He shouts down the tunnel, "Trolls! King Everil needs you!"

Unless Zora or someone else in the party has a better idea, Mordred will continue backtracking towards the troll HQ. Perhaps consider his turn delayed for now. If Leth or Shamush want to suggest an alternate route or approach, Mordred will go along with that.
Apr 25, 2016 5:16 pm
"Not going back there! Need to follow the red..." Zora says as she runs.

Leth and Shamush up next!
Apr 25, 2016 8:07 pm
OK, Zora seems to know something. I'll follow her.
Apr 25, 2016 8:46 pm
Shamush, through the haze of blood, froth and spittle notices the absence of his comrades and seems to come back to his senses somewhat. He backs off slowly and lopes slowly after the party, looking pale, haggard and beat.

Using the Disengage action and joining the party. Shamush is now at exhaustion level 2 and thus his speed is halved! Whoops!
Apr 25, 2016 10:50 pm
OK, at this point, you've all fled from combat, leaving Everil and The Implacable to duke it out. Which means me and my polyhedral dice app are going to see how their situation resolves itself and how many rounds it takes. Stand by...Paul, can we get some dice-rolling music here?

[doo de doo de doo...dice rolling music...doo de da de doo...rollin' those dice...]

Alright then. Wow. What an interesting outcome their fight had! Too bad none of you were there to see it. Anyway...


Zora runs back to the round chamber with the three red-painted exits and heads for the east exit, the one that veers north on a decline. You follow her, Shamush bringing up the rear, slowed from his exhaustion.

This tunnel curves back around to the south over the course of about 500' before leveling off and forking into three tunnels. A long red stripe has been painted along the wall, stretching over all three exits. Zora stops at this juncture, catches her breath for a second. "Red leads to the Sett," she huffs, talking to no-one in particular, "so they're all good." She takes off down the southeast-pointing tunnel.

Another long stretch of tunnel leads to a natural cavern, so wide and sprawling you can't really tell its dimensions. Picking your way over uneven ground, through stalagmites, up sheer ledges, and down gravelly slopes, the party traverses some distance, breathlessly putting ground between themselves and whatever might be pursuing them, before Zora finally stops.

"I think maybe this wasn't the right way," she says. "But I don't think we should backtrack." She seems to take clear notice of Shamush and Zangua for the first time. Her brow furrows. "How did you find me here, anyway? Mordred? Why did you follow me all this way?"
Apr 25, 2016 10:52 pm
[To be clear, it's Q&A With Zora time! Feel free to ask her any questions you might have about what in the Nine Hells is going on! We can assume you're all trying to make your way through the cavern while you're talking.]

Edit: Also, just to clear up levels of familiarity: Leth and Felor, you have met Zora a few times in recent years. Vad, you spent some time teaching Zora some of the basic elements of wild magic theory, but that was longer ago, when she was a child. Mordred, you've been good friends with Zora for a long time. Shamush and Zangua, you don't know her at all!
Apr 25, 2016 11:32 pm
Mordred chuckles. "I didn't, actually. I ran into these three in the sewers, as they were making their escape from the Justiciars. They were wanted in connection with a murder that appears to be linked in some way to how they were investigating what happened to your father. When I realized what you might be wrapped up in, I joined them to find you. These two good men joined up along the way. They can be trusted. Zora, what happened? What do you know about these people - and things - chasing you? Do you... know what happened to the Sphere?"
Apr 25, 2016 11:35 pm
Zangua takes a moment to tip a salute to Zora, touching two fingers to his temple. He then allows the reunion to take place while he secures the perimeter.
Apr 26, 2016 12:01 am
Zora sort of reflexively stiffens when Mordred mentions the Sphere, throwing another wary look at the two strangers before seeming to remember that Mordred just said they could be trusted. "No. I don't know what happened to the Sphere. Dad didn't tell me much of anything, really. Just what he wanted me to do. And that...thing...he didn't say anything about that. He said there would be people after me, but...honestly, when Everil told me about it, I thought he was just trying to scare me into staying put." She looks up. "So...what happened to Dad, anyway? Is he in prison? Who got murdered?"
Apr 26, 2016 3:23 am
"Zora. I'm sorry. Of course you don't know. He... He was executed a week ago. That's what spurred Leth, Felor and Vad to clear his name. There was nothing we could do. Nothing anyone could do. The Tetrarchs would hear no appeals, and they... He sighs and grabs her arm as best he can as they run. "They put him to the question, Zora. He didn't talk, didn't - or couldn't - tell them anything. We've got to find out what happened to the sphere and make it clear to these people that you and Edvers had nothing to do with it."
Apr 26, 2016 3:43 am
OOC:
I was wondering if Leth had actually met Zora hahaha the circumstances of how he had met Edvers made it seem like he wouldn't have, but I'll take it!
It's strange to Leth that Zora didn't know she was being hunted, but that's a conversation that will have to wait, at least for a little while longer. He has some questions he would like to ask her, but is wise enough to know that he should probably give her a bit of time to process the news of her father's death first.
Apr 26, 2016 6:52 am
Zora seems to have been warned that she would be hunted, but didn't know about the Implacable specifically, just to clarify her meaning.

When Mordred says the word executed Zora stops, puts her hand on a stalagmite to steady herself, and stares blankly ahead. She barely seems to hear the rest of what Mordred has to say.

But after a long moment in which it seems you may have to drag or carry her if you want to go any further, she shakes her head and looks down at the ground. "Of course they did. Of course. I don't know why I let myself hope otherwise." She locks eyes with Mordred. "He did steal the Sphere. He told me so straight out." She starts walking again. "He said some secret society he used to belong to made him do it. The 'Six-Pronged Crown.' Told me I had to get to Hazard before they found me, that they'd be coming after me, because they could make him steal the Sphere but they couldn't make him give it to them, so they'd come after me to try to find it." She stops again at the edge of a steep gravelly slope, pinches the bridge of her nose for a moment while she squeezes her eyes tightly shut, then sits down on the edge and pushes off to slide down.

At the bottom, she gets up and brushes herself off. "You didn't tell me, who got murdered?

Edit: TYPO FIXED.
Apr 27, 2016 2:29 am
"Some innocent women who were looking for information on that 'secret society' on our behalf... before we realized quite how dangerous they really were. We don't know exactly what happened, but they - we - attracted the wrong kind of attention to them without meaning to, and they paid for it." Leth says guiltily. "...Perhaps it would be best if we started from the beginning..."
OOC:
I'd like to just go ahead and fill her in on literally everything that's happened to us from the start of the campaign lol do you want us to roleplay that out, or should we just say that's a thing that happens?
Apr 27, 2016 8:49 am
OOC:
I Whatsapp Zora the links to the first three chapters.
Last edited April 27, 2016 8:49 am
Apr 27, 2016 4:41 pm
The party fills Zora in on all of the adventures they've had escaping from Sthombo and tracking her down.

Her spirits lift a bit at the mention of the tile you recovered from her personal effects at Grine's Knot. "You got it back! Dad gave me that -- that's what I'm supposed to deliver to Hazard. I thought I was going to have to draw it from memory when I got there. Do any of you know what it means?"
Apr 27, 2016 7:57 pm
"It's something to do with Nethuns, we think. But what about you, Zora? How did you get here? What happened to the ranger? Everil said he was killed by The Implacable." While asking her these questions and more, Mordred hands Zora her pack and gear, but carefully attempts to keep the tile back for himself. It's not that he doesn't trust Zora, but if Adan and the Six-Pronged Crown want it, he'd rather it not be in her hands.

Rolls

Insight (Is Zora keeping anything back?) - (1d20+2)

(4) + 2 = 6

Sleight of Hand (the tile) - (1d20+5)

(8) + 5 = 13

Apr 27, 2016 9:12 pm
You feel there's some gaps in Zora's story, but that that's more likely a result of the stress and confusion of the situation she's currently in than any intentional circumspectness.

For as well as Zora was able to metabolize the news of her father's death, the news of what happened at Five Stones after she left seems almost more than she can handle. The color drains from her face as she stumbles forward, almost rolling her ankle on the rough cavern floor as the dreadful information robs of her of her focus and concentration.

"I don't know why they want to find me so bad," she says quietly. "I don't even know what they think I can tell them. I didn't get much out of Dad, before he left. I could tell he was serious, that something was really wrong. I knew when he told me there would be people after me, and I had to stay ahead of them no matter what, he meant it. But he didn't tell me there'd be this -- thing -- following me, just killing everything that gets in its way." She looks up into the blackness of the cavern ceiling. "When I got out of Grine's Knot, I decided I'd just get into the Badgerways however I could and figure it out from there. Finding the King's Cradle wasn't hard, and I knew there were these underground roads they called 'the vines' that would lead into Hazard. I got lost, though. And Everil found me. Took me back to his castle, or whatever you'd call it. Told me it was too dangerous to leave because of that 'Implacable' thing. But he wasn't ever going to let me leave. Didn't take too long to figure that out." She thumps the butt of her bone javelin on the ground. "I talked him into letting me throw a few of these things to show off my arm. Put one right in the stream so I could grab it on my way out the next time he went on one of his patrols. And that's what I did."

Party, please make Perception rolls.

"So here's what I found out. The Badger Kings used to rule over twice as much of the Ways as they do now. They call the south half of it 'the Squalid Sett' and that extends all the way under Hazard. And they mark all the tunnels that lead there with red so the trolls don't wander in there by accident. So if we get there, we should be able to get into Hazard, deliver that tile, and maybe find out why so many people are dying for the sake of that stupid Sphere."
Apr 27, 2016 9:38 pm
Mordred percepts carefully.

Rolls

Perception - (1d20)

(16) = 16

Apr 27, 2016 10:50 pm
"The Squalid Sett... who rules over that portion now?"

Rolls

Percepsh - (1d20+4)

(16) + 4 = 20

Apr 27, 2016 11:50 pm
Zangua looks along the walls for any signs of red. He never really paid attention before.

Rolls

Perception - (1d20+5)

(17) + 5 = 22

Apr 28, 2016 12:10 am
"Does anyone need a rest before we continue on?"

Rolls

Perception - (1d20)

(3) = 3

Apr 28, 2016 8:41 am
Felor attempts fails to perceive.
Last edited April 28, 2016 8:42 am

Rolls

Perception check - (1d20+2)

(1) + 2 = 3

Apr 28, 2016 12:14 pm
"I think we all could, Vad, but I'm not convinced we've left either The Implacable or Everil behind far enough to take one."
Apr 28, 2016 12:49 pm
"I don't know if we'll ever leave that damnable construct far enough behind. If Everil and his trolls can't destroy it, we'll have to devise a method of our own." Felor furrows his brow. "Maybe some kind of trap..."
Apr 28, 2016 3:51 pm
"The Squalid Sett has a queen, I guess," Zora says. "Everil had a lot of names for her: Queen of Rot, Lady of Filth, things like that. Mostly he didn't like talking about the Sett, though. Only brought it up to tell me how sorry I'd be if I ever wandered into it."

Zangua stops, turns his head. His glance passes over Leth and he can tell from the ranger's expression that he heard it too: echoes of a heavy thunk and a scrape on gravel, somewhere in the blackness of the cavern far behind them.
Apr 28, 2016 4:02 pm
"Happy you all are catching up," interrupts Zangua, "but I think it's time we got moving. Don't care where we go, just so we go, y'know?"
Apr 28, 2016 5:04 pm
Leth glances backwards for a moment, and nods. "Yeah... let's keep going. I'm pretty sure I just heard something back there, and I'd rather not wait for it to catch up to us. We can talk while we move." (Though... I think we may have already been doing that? :/ not entirely sure.)

"So to be clear, you don't know anything about the Crown Cult that's chasing us, or what your father's connection was to them? Or what's waiting for you in Hazard?"
He asks once they get going again.
Last edited April 28, 2016 5:34 pm
Apr 28, 2016 5:33 pm
Octo, based on the damage we (mostly Everil, yes) did to the Implacable before, does Mordred have the sense that it's badly hurt, or did we just scratch the surface?

Rolls

Insight (If that helps?) - (1d20+2)

(5) + 2 = 7

Apr 28, 2016 6:20 pm
Everil got some good hits in but the Implacable wasn't, like, smoking or leaking oil or falling apart or anything, so it's hard to say what % of HP got taken off. And yes, you guys are walking and talking.

"What were his words...he woke me up before sunrise, told me to dress right away, that I had to go into Sthombo with the morning traffic and make myself ready for a long journey alone. He said this society he belonged to, years ago, made him steal the Iron Sphere, but that that was all they could make him do...they could make him steal it, but he wasn't going to give it to them. He said it was 'safe from them.' And he told me he was going to be arrested, and he showed me the six-pronged crown, and he said that was their sign, and he said they were very dangerous and that they'd be after me to try to find the Sphere, and that I had to get to Hazard as quickly as I could, without anyone seeing me, and that I had to deliver that tile to..." she trails off. "...To, uh, the owner of a trading company who supposedly will know what it means and what to do about it."

She walks in silence for a moment, pulling herself up an incline using a thick stalagmite for a handhold.

"He said one last thing, just before I left Greenbower. And, I don't know why exactly, but something about the way he said it...it scared me. He said, 'Zora, you have to do this. You have to reach Hazard before they find you. I think you are the woman in the last dream of Mirza Horgul.' And he kissed me on the forehead and told me 'go, now!' and...that was it. I went. I didn't even dare stop and ask him what it meant." She turns to look at you all. "Do any of you know?"
Apr 28, 2016 6:26 pm
Do I?

EDIT: No. No I do not.
Last edited April 28, 2016 6:26 pm

Rolls

History/Religion/Arcana (all the modifier) - (1d20)

(1) = 1

Apr 28, 2016 6:27 pm
Zangua idly thinks about the name, while splitting his attention with the surrounding area listening for heavy footsteps.

Rolls

History - (1d20)

(5) = 5

Apr 28, 2016 7:29 pm
Leth ponders the name.
OOC:
(Edit: I have no idea where I got +5 from. That's supposed to be a +2. So a total of 9, not 12. Sorry :P)
Last edited April 28, 2016 7:30 pm

Rolls

History - (1d20+5)

(7) + 5 = 12

Apr 28, 2016 9:45 pm
"Doesn't sound familiar..."
OOC:
Ok, maybe it does.
Last edited April 28, 2016 9:46 pm

Rolls

History - (1d20+1)

(20) + 1 = 21

Apr 28, 2016 10:28 pm
Mirza Horgul?

Vad knows that name. It's been a long time, to be sure, but years ago, over a pot of perpetual stew at a roadside inn, a fellow sorcerer he'd chanced to meet had told him all about a particular obsession of his: an obscure prophet and seer who'd lived in Hazard in distant antiquity, whose writings caused quite a stir several hundred years after his death, when it was noticed that certain major events in the Werld seemed to have been foretold by his cryptic prophecies.

Mirza Horgul.

The sorcerer had shared some details of the prophet's life and the particular visions that came to pass, but Vad couldn't remember any of those now, just that eventually the prophetic hits stopped coming and Mirza Horgul fell back into obscurity. Nearly a century had passed since then, and only a handful of scholars and believers kept his memory and writings alive now.

Late into the night and into his cups, Vad had been offered the chance to examine a rare volume of Horguliana that the sorcerer was especially proud to own, and Vad politely declined. A small thing, it seemed at the time, but he can't help but regret it now...
Apr 28, 2016 10:34 pm
"...or maybe... YES! I've heard of this Mirza Horgul!" Vad blurts and then relays what he knows to the rest of the party.
Apr 28, 2016 11:01 pm
Zora looks nonplussed. "That's...unexpected," she says. "Dad never had anything good to say about so-called prophets."

You all hear a metallic scrape and a clunk, clunk, clunk sound coming from somewhere behind you.
Apr 29, 2016 12:25 am
Based on our path through the tunnels, is it surprising The Implacable seems to be tracking us with ease, or are we taking an obvious path? I'm wondering if we could try to lose it or hide from it, or if it seems to have some sort of magical tracking ability.
Last edited April 29, 2016 1:38 am
Apr 29, 2016 1:15 am
Shamush leans on the wall a moment and glances back down the tunnel. He sighs, and asks the others, "So how come Everil was able to put a dent in that thing and our steel did nothing? Any ideas?" He spits and continues, "Not used to assholes shrugging off my club."
Apr 29, 2016 2:13 am
"I'm gonna guess magic, or some kind of spirit thing," says Zangua, almost monotone. "Maybe the fact that he could shapeshift means he's got some kind of otherworldly power behind his claws. Certainly wasn't his charming personality, otherwise we'd have taken that thing's head off between the two of us."
Apr 29, 2016 9:40 am
"Aye, certainly appears if mundane weaponry has no effect," surmises Felor as they move through the cave attempting to stay ahead of the construct, "Perhaps only magic - or magical beings - can harm it. Leth's sword, Everill's claws, Vad's sorcerous magics." He pauses for breath. "But if it's close enough now that we can hear it, perhaps we should devise some method of destroying or trapping it for good. Zora, do you know how much further we have to go to reach Hazard?"
OOC:
As far as I can think, our options are:
- Set up an ambush (I have only 1 spell slot left that could be guiding bolt or a heal, my other powers (turn undead and charm plants/animals) aren't much use at the moment)
- Try and lose it somehow (trap it? make a false trail? Slow it down enough to gain some distance?)
- Keep going to Hazard and hope it doesn't catch us before then.
Thoughts?
A reminder of some misc items we have of potential use: Unseen Servant scroll, mystery red vial, mystery pink vials, mystery faintly-magical copper rings.
Apr 29, 2016 4:06 pm
Based on what happened at Five Stones, it seems like the Implacable has, a the very least, some special ability to track Zora.

Zora makes a face. "I don't think we're all that close to Hazard yet."

You are currently in the middle of a wide-open cavern and are heading south. You could theoretically proceed in any direction. If the sounds you're hearing are the Implacable, it's a few hundred yards behind you.
Apr 29, 2016 9:44 pm
OOC:
An ambush would be cool, but the only thing Vad can supply would be a web and some magic missile spells. Any one have a way to digging a big pit?
Apr 30, 2016 1:09 am
Here's an idea: Those of us with magical attacks (me, Vad & Leth) hide while the rest continue on with Zora, that way we can get a surprise attack off from behind The Implacable and maybe continue guerrilla style attacks while he chases Zora.
Apr 30, 2016 2:25 am
"Honestly, I think it's best we flee as far as we can," says Zangua, holding his side with a wince. "That thing hits hard and fast, unless you've got some fancy trick up your sleeve to avoid that catchpole."
May 2, 2016 3:47 pm
This ground isn't really diggable. What's the plan: keep going, or lay an ambush?
May 2, 2016 3:55 pm
Well, Mordred is going to lay back and attempt to get behind The Implacable, if the terrain allows for that. If others want to do the same, we can make a group stealth check, so only half of us have to succeed.

Rolls

Stealth - (1d20+5)

(14) + 5 = 19

May 2, 2016 3:59 pm
Zangua huffs a quick breather, then turns to Zora. "Keep moving," he says, eager to go and willing to push her onward.
May 2, 2016 4:27 pm
Mordred finds some stalagmites to hide behind.

Anyone else going to lie in wait?
May 2, 2016 10:46 pm
Vad will attempt to hide back as well, looking for anyplace to try and conceal himself.

Rolls

Stealth - (1d20+2)

(12) + 2 = 14

May 3, 2016 8:43 am
His earlier efforts having drained his deity's goodwill for the time-being, Felor opts to continue with Zora to protect her from any more mundane threats further down the tunnels. He whispers "good luck" to those hiding themselves as he and Zangua hustle Zora further down the cavern.
May 3, 2016 3:26 pm
Shamush will also keep back for the ambush.
Last edited May 3, 2016 3:26 pm
May 3, 2016 3:46 pm
Felor uses Thaumaturgy to mimic the sounds of a full party's footsteps as they leave.
May 3, 2016 4:03 pm
Zora doesn't like this ambush plan, and stops walking. "Mordred. Vad. Do you think you're even going to slow that thing down? You saw what it can do. If it's followed us here already, that means...Everil..."

Meanwhile, the sounds of scraping and stomping are getting closer, louder.
May 3, 2016 4:22 pm
"I already like this girl," says Zangua, casting a glance over his shoulder. "Seriously, that thing's got serious hurt, and unlike most of us I don't think busting its kneecaps is going to slow it down."
May 3, 2016 4:38 pm
"Zora, it's called The Implacable for a reason. It's not going to stop and it looks like we are going to have to fight it sooner or later. At this point, I'll take any advantage we can get. Unless you have a better idea, at least an ambush gives us the element of surprise. Now go!"
May 3, 2016 5:09 pm
"What makes you think you have an advantage here?" asks Zangua. "Does it see with eyes, can it be surprised? Because it's not a man so who knows." With that final statement, Zangua turns and makes ready to leave.
May 3, 2016 5:10 pm
All of a sudden, the cavern is silent. The approaching sounds have stopped.
May 3, 2016 5:54 pm
Oh. Hmm. Something something too quiet.

Any other sounds/sights/smells? Can I hear it "idling"?
Last edited May 3, 2016 5:55 pm

Rolls

Perception - (1d20)

(6) = 6

May 3, 2016 6:16 pm
TOO too quiet. Mordred can't hear anything at all.
May 3, 2016 11:23 pm
Anybody else got any checks to make or actions to take while this eerie silence settles over the cavern?
May 3, 2016 11:51 pm
Nope. I had though about have Vad put his ear to the ground, but I'm not sure he'd even know to do that, being a silly sorcerer and all...
May 3, 2016 11:55 pm
Zangua strains his senses to pick up the slightest hint of activity, but already he is planning to escape down the tunnels with Zora.

Rolls

Perception - (1d20+5)

(17) + 5 = 22

May 3, 2016 11:59 pm
Zangua hears it coming, and throws up his arm just in time...

...to deny Advantage on this roll.

Edit: A sudden, sharp tearing sound breaks the silence, and Zora doubles over, falling into a seated position on the ground...

Edit 2: ...she sits there, stunned, clutching her side. You can hear the Implacable moving again, rapidly approaching.

Everybody roll for Initiative.

Edit 3: Note for the auditors, I used the wrong to-hit modifier on the Implacable's dart attack. Still would have hit, though.

Rolls

Projectile attack from out of the darkness vs Zora - (1d20+9)

(14) + 9 = 23

Zora CON saving throw - (1d20+4)

(18) + 4 = 22

Damage to Zora - (1d3)

(2) = 2

The Implacable initiative - (1d20)

(16) = 16

Zora initiative - (1d20+1)

(8) + 1 = 9

May 4, 2016 12:14 am
Zangua kneels at Zora's side to check on her condition and whether or not she can be moved.

Rolls

Initiative - (1d20+2)

(9) + 2 = 11

May 4, 2016 12:24 am
Fuuuuuuuuuuuuuu

Rolls

Initiative - (1d20+3)

(16) + 3 = 19

May 4, 2016 12:26 am
Game over man! Game over!

Rolls

Initiative - (1d20+2)

(5) + 2 = 7

May 4, 2016 1:49 am
Trying to remain hidden (he assumes he's hidden) Vad ducks down and readies himself.

Rolls

Initiative - (1d20+2)

(4) + 2 = 6

May 4, 2016 4:41 am
Leth curses at the foiled plan and prepares for battle.
OOC:
sorry, been real busy the past couple days

Rolls

Initiative - (1d20+3)

(12) + 3 = 15

May 4, 2016 8:32 am
Felor grips his spear, adrenaline shooting through him has he wracks his brains trying to think how they can defeat this thing.

Rolls

Initiative - (1d20+1)

(13) + 1 = 14

May 4, 2016 12:35 pm
Looks like Mordred's first, and since I may be busy today, I'm just going to go.

From his hiding place, Mordred waits until The Implacable comes into view, and then lets a Fire Bolt loose at it's back.

The rules appear to suggest that a Rogue cannot add Sneak Attack damage to a spell attack, but I'm going to include a roll for it and let you make a ruling, PBO. I also have a reaction to taking damage I'm planning to use, so if The Implacable hits me on its turn, I will use Hellish Rebuke on it:
Quote:
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.
Last edited May 4, 2016 12:36 pm

Rolls

Fire Bolt - (1d20)

(19) = 19

Fire Bolt (Advantage - attack from stealth) - (1d20)

(17) = 17

Fire Bolt Damage (& Sneak Attack bonus) - (1d10, 1d6)

1d10 : (1) = 1

1d6 : (6) = 6

Hellish Rebuke Damage - (3d10)

(444) = 12

May 4, 2016 1:11 pm
OOC:
NICE. (apart from the 1 roll, haha)
May 4, 2016 1:30 pm
Yeah, really hoping Octo lets me add in that sneak attack...
May 4, 2016 4:58 pm
Turn order!

Tier 1: Mordred
Tier 2: The Implacable
Tier 3: Felor, Leth, Zangua
Tier 4: Zora
Tier 5: Shamush, Vad


Zangua kneels for a quick assessment of Zora's condition. There's a small, barbed bronze dart embedded in her left side, just above the hip. She seems awake and lucid, just stunned at the surprise attack.

Seconds later, the Implacable runs into the illuminated area around the party (I'm just going with Felor's continued spearlight here), dented and gouged in places and covered in blood spatter, but evidently still functioning at full capacity. It passes Mordred's stalagmite cover in a dead sprint towards Zora, and the tiefling springs up from his cover and looses a bolt of flame straight into the construct's back.

I'm not gonna tell you if the sneak attack bonus applied or not :)

The Implacable skids to a dead stop, swivels its head around, and takes a few steps backward toward Mordred as it quickly pivots its body and thrusts its catchpole out in a straight line toward Mordred's neck...

Edit: Mordred, your plan is to use Hellish Rebuke on your next turn? I'm going to need you to roll both DEX and CON saving throws, but Felor, Leth, and Zangua can take their turns while we're waiting for those results.

Rolls

Implacable special catchpole attack vs Mordred - (1d20+9)

(7) + 9 = 16

Damage - (1d10+5)

(2) + 5 = 7

May 4, 2016 5:28 pm
Zangua takes a quick moment to determine if the barb can be removed, by knife if necessary. "Can you move?" he asks Zora. "Because if you can, let's."
OOC:
I'll take my action to either to remove the barb, or assist Zora in fleeing. Not sure how much can be done depending on my roll and the round.

Rolls

Medicine - (1d20+3)

(16) + 3 = 19

May 4, 2016 5:29 pm
Edit: Mordred, your plan is to use Hellish Rebuke on your next turn?

It's a Reaction to taking damage, so I think it happens outside of my regular turn.
Quote:
Reactions
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind and can occur on your turn or on someone else’s.
So Ol' Impy will have to make a DEX Save as part of his turn, if I'm interpreting this correctly.

Rolls

DEX Save - (1d20+5)

(13) + 5 = 18

CON Save - (1d20)

(16) = 16

May 4, 2016 5:56 pm
Got it, had to read up on that a bit. Both your saving throws were successful, so nothing else happens. You take a cut on the clavicle from the catchpole.

Zangua deftly removes the dart from Zora's side. A trickle of green fluid drains out of the tip. He helps her to stand; her knees wobble a bit but she regains her footing and her composure quickly.

Edit: I calculate Mordred's spell DC for Hellish Rebuke as 12, so the Implacable would have made a successful save and takes half damage.

Leth, Felor, you're up.

Rolls

Implacable DEX saving throw - (1d20)

(12) = 12

May 4, 2016 10:06 pm
Felor bolts towards the construct with his shield up and spear jabbing forward - but what initially appears to be a headlong charge is merely a feint designed to distract his opponent.

Using Help to assist Leth's attack - he gets Advantage on his next attack roll.
May 5, 2016 5:20 am
Leth glances at the "new" magical sword in his right hand, mirrored by his own regular sword in his left. Here goes nothing... He thinks to himself as he steps forward and swings both weapons at the metal creature.
OOC:
"+1 Shortsword" means I add one to both the attack roll and damage roll, right?
Also, I'm not sure if Felor's advantage applies to both attacks or just the first one, so I'll roll both just in case.
Last edited May 5, 2016 5:21 am

Rolls

Magic Sword Attack!!! (With Advantage) - Piercing - (1d20+6, 1d20+6, 1d6+4)

1d20+6 : (6) + 6 = 12

1d20+6 : (7) + 6 = 13

1d6+4 : (6) + 4 = 10

Regular Sword Attack :/ (Maybe also with advantage? If not just take the first d20 roll) - Piercing - (1d20+5, 1d20+5, 1d6)

1d20+5 : (20) + 5 = 25

1d20+5 : (16) + 5 = 21

1d6 : (4) = 4

May 5, 2016 11:46 am
Can I make a Perception check to try and determine if the construct is taking more damage from piercing damage vs bludgeoning damage?
Last edited May 5, 2016 11:46 am

Rolls

Perception check - (1d20+2)

(9) + 2 = 11

May 5, 2016 8:03 pm
Leth swooshes just shy of the Implacable with his first swing, but connects a solid blow with the second...a blow that leaves his arm tingling from the impact and seems to harm the Implacable not at all.

Felor, it doesn't look like there's much difference to you.

Zora runs away from the Implacable in a direction that draws his attention away from where Vad is hiding.

Shamush, Vad, you're up. Vad has Advantage on his next action.
May 6, 2016 12:27 am
Raising both hands towards the Implacable, Vad summons a large mass of webbing, hoping to restrain it.
OOC:
Web spell, centered on the Implacable.
May 6, 2016 3:10 pm
Shamush rushes in swinging his club and yelling, harrying the thing and trying to help Leth land a blow with the magic sword.

Assisting Leth to give him advantage.
May 6, 2016 3:40 pm
OOC:
Web is a 20-foot cube centered on construct, so 10 feet radius.
May 6, 2016 3:50 pm
It's also flammable, and does 2d4 fire damage to anything trapped in it while it burns, in case anyone has a lit torch or something.
May 6, 2016 3:56 pm
A thick webbing of proteinaceous spider silk spreads out instantaneously from beneath the Implacable, anchoring to the floor and nearby stalagmites.

Ruling on the field is that Leth (as the primary melee combatant) and Shamush (who was just harrying it) were within 10' of the Implacable, so I'll need DEX saves from them to see if they're restrained by the web! New round; Mordred, it's your turn.

Rolls

Implacable DEX save - (1d20)

(3) = 3

May 6, 2016 5:44 pm
Another Fire Bolt from Mordred, being careful to avoid setting the web on fire.

I will spend my Inspiration point to gain Advantage on the attack.

EDIT: Way to crit on another 1 point of damage, Mord.
Last edited May 6, 2016 5:46 pm

Rolls

Fire Bolt - (1d20)

(20) = 20

Fire Bolt (Advantage) - (1d20)

(2) = 2

Damage - (1d10)

(1) = 1

Sneak Attack - (1d6)

(1) = 1

May 6, 2016 5:57 pm
I feel like you should make a DEX save to see if you set the web on fire, Mord.
May 6, 2016 9:31 pm
Oh boy. Sorry guys...

Rolls

DEX - (1d20+5)

(7) + 5 = 12

May 7, 2016 3:30 am
OOC:
This is why I prefer ranged combat hahaha

Rolls

Dex throw - (1d20+5)

(15) + 5 = 20

May 9, 2016 3:52 pm
* The web does not get set on fire
* Leth is not stuck


Silk strands snap as the Implacable wrenches itself free of the web.

Felor, Leth, Zangua, it's your turns!

Rolls

Implacable STR save to break free of the web - (1d20+5)

(16) + 5 = 21

May 9, 2016 4:06 pm
Felor's gut wrenches as he sees the construct easily pull itself free of the webbing. He decides to use the last of his mental energy on a final call to the mighty Fjorgyn. "Destroy this infernal machine, oh great one! It befouls your lands with its presence!"

No sense dying with unused spell slots! Cast Guiding Bolt at robut.
If it hits, next attack roll against it gets Advantage.
Last edited May 9, 2016 4:07 pm

Rolls

Guiding Bolt attack roll - (1d20+4)

(8) + 4 = 12

Guiding Bolt damage (radiant) - (4d6)

(4642) = 16

May 9, 2016 4:06 pm
Zangua pockets the dart for later study and pushes Zora onward. "Move!"
OOC:
I'm Dashing away. How much would my movement be restrained if I try to assist Zora with Dashing as well (assuming she does)?
May 9, 2016 5:01 pm
Fjorgyn is apparently staying neutral on the question of whether the Implacable is befouling her lands, as Felor's bolt misses its mark.

Unless you're picking her up and carrying her (neither necessary nor necessarily a good idea), Zangua can assist Zora without losing any speed.

Leth is up.
May 9, 2016 7:40 pm
Not having many other options, Leth once again brings his swords up to attack The Implacable - though he doesn't have much hope that his second attack will have much effect.

Rolls

Magic Sword Attack, Advantage - (1d20+6, 1d20+6, 1d6+4)

1d20+6 : (13) + 6 = 19

1d20+6 : (20) + 6 = 26

1d6+4 : (3) + 4 = 7

Normal Sword Attack, maybe advantage? - (1d20+5, 1d20+5, 1d6)

1d20+5 : (17) + 5 = 22

1d20+5 : (4) + 5 = 9

1d6 : (3) = 3

May 9, 2016 7:56 pm
Magic Sword Crit! Nice one, Leth!
May 9, 2016 8:20 pm
Leth swings hard at the Implacable's head, and with a bright burst of red sparks, shatters one of the red "eyes." His second swing connects as well, but as before, does not seem to damage the construct.

Zora doubles back, racing behind the web, perhaps to try and lure the Implacable back into it.

Shamush and Vad, you're up.
May 9, 2016 8:33 pm
"Zora! What are you doing? Go with Zangua and we will follow you once we've dealt with this!" Mordred shouts, encouraged by Leth's success.
May 9, 2016 9:54 pm
Discouraged to see his web have little to no effect Vad launches three magical darts toward the Implacable.

Rolls

Magic Missile - (3d4+3)

(224) + 3 = 11

May 9, 2016 10:20 pm
Vad conjures three glowing green projectiles that rocket into the Implacable's chest. It staggers a bit.

"I WILL MEET ANY RESISTANCE WITH DEADLY FORCE," the Implacable says. "I AM IMPLACABLE."

Shamush, you're up.
May 9, 2016 11:15 pm
Does someone want to try chucking any of those little vials we found at him?
May 10, 2016 8:55 am
OOC:
goddamnit (literally), Guiding Bolt is the shittest spell ever
OOC:
Quote:
Does someone want to try chucking any of those little vials we found at him?
The one I have is "copper vial sealed with red wax" found early on. Could try that next turn?
May 10, 2016 12:43 pm
There are also three ampoules with pink liquid in them from the gerblins. And a scroll I don't think we have identified yet.
Last edited May 10, 2016 12:44 pm
May 10, 2016 1:15 pm
OOC:
Scroll is Unseen Servant which I think is of little use right now. My hunch is the pink ampoules are health potions but I'm a D&D noob so what do I know?
May 10, 2016 1:35 pm
Oh yeah, I forgot about the scroll ID, and I had the same hunch about the ampoules, but just thought I would mention them.
May 10, 2016 2:20 pm
OOC:
Healing potions probably wouldn't heal a droid, right? Worth a try, it's unlikely they are Potions Of Mechanical Repair (if there is such a thing). If Pixel Dungeon has taught me anything, it's that it's best to check potions by throwing them at enemies first, then drinking them second.
Last edited May 10, 2016 2:21 pm
May 10, 2016 3:00 pm
Shamush continues to aid Leth.
May 10, 2016 3:53 pm
One of my favorite emergent properties of this campaign is Fjorgyn's continued indifference to her devout servant, Felor.

A new round begins! Mordred, you're up!
May 10, 2016 3:58 pm
Wheeling quickly around to get behind The Implacable, Mordred fires off another bolt of flame into the brass monster.

Sneak Attack possible due to another opponent of the target within 5'.

Rolls

Fire Bolt - (1d20)

(17) = 17

Damage + Sneak Attack - (1d10, 1d6)

1d10 : (2) = 2

1d6 : (4) = 4

May 10, 2016 4:00 pm
Maybe he has to lose faith before Fjorgyn starts to reward him, like Melisandre and R'hllor.
May 10, 2016 4:05 pm
Mordred get into position and fires off another burning bolt into the small of the Implacable's back. At this offense, the Implacable's head snaps around 180 degrees, just before its entire body pivots to thrust the catchpole blade at Mordred's head.

Edit: That's a hit. Mordred, I need a DEX save and a CON save from you. Felor, Leth, and Zangua are up next.

Rolls

Implacable special catchpole attack vs Mordred - (1d20+9)

(14) + 9 = 23

Damage, if applicable - (1d10+5)

(3) + 5 = 8

May 10, 2016 4:29 pm
Zangua mentally curses his predicament and follows Zora in her backtrack. He'll play along with her gambit for now.
OOC:
I'll continue this escort mission and stay with the lady. Man this feels like I'm playing X-Wing again.
May 10, 2016 4:35 pm
OOC:
OK, time to start throwing stuff.
Felor pulls the mysterious copper vial from his bag, and peels off the wax stopper, careful avoid splashing any liquid on himself. He then flings the open vial at the construct.

Ranged attack?

Rolls

Vial flinging ranged attack - (1d20+1)

(4) + 1 = 5

May 10, 2016 4:41 pm
Felor flings the vial at the Implacable, and misses. The vial lands in the webbing.

Leth is up, still waiting on saving throws from Mordred.
May 10, 2016 4:59 pm
Are there any canisters of liquid nitrogen nearby? Maybe a foundry with giant crucibles for melting metal? Maybe behind a stalagmite?
May 10, 2016 5:07 pm
I'll need a Perception check from you, Shamush.
May 10, 2016 6:03 pm
Urp. Down to 3 HP, gang.

Rolls

DEX - (1d20+5)

(19) + 5 = 24

CON - (1d20)

(18) = 18

May 10, 2016 6:21 pm
Well, the good news is, you don't get caught or poisoned by the catchpole!

The blade strikes a glancing but painful blow along Mordred's shoulder.

Still pending: Leth's turn action, Shamush's Perception check.
May 11, 2016 2:00 am
Perception roll ahoy!

Rolls

Perception - (1d20+3)

(10) + 3 = 13

May 11, 2016 4:33 am
Encouraged by the success of his strikes this time, Leth once again swings the magic sword at The Implacable's head. He doesn't bother attacking with his other sword, as it seemed to be useless.

Rolls

shiny magic sword attack - (1d20+6, 1d20+6, 1d6+4)

1d20+6 : (10) + 6 = 16

1d20+6 : (17) + 6 = 23

1d6+4 : (3) + 4 = 7

May 11, 2016 4:46 pm
Shamush, you don't see any foundries.

Leth swings hard at the back (?) of the Implacable's head, sending splinters of bronze flying.

Zora continues to circle around the web and shoves the end of her javelin into the sticky material, rolling some of the strands up into a ball on the end of it.

Shamush, Vad, your turns.
May 11, 2016 5:21 pm
So far we have done at least 87 points of damage to The Implacable, including what we know Everil did to it.
Last edited May 11, 2016 5:22 pm
May 11, 2016 10:09 pm
Not seeing any other option Vad continues to lob magic darts of energy at the thing...
OOC:
One more slot left after this one...

Rolls

Magic Missile - (3d4+3)

(333) + 3 = 12

May 12, 2016 4:15 am
BullOctorok says:
Leth swings hard at the back (?) of the Implacable's head, sending splinters of bronze flying.
OOC:

Yeah I'm not 100% sure where I am in relation to the Implacable, and I'm a little afraid to try to move because I'm not sure if that would require me to roll against the web again?
May 12, 2016 3:45 pm
Vad fires another volley of magic missiles into the Implacable.

I'm trying to give you guys a fair amount of leeway as far as avoiding the web, you'll get a warning if you try something that puts you at risk of getting stuck again.

Shamush, you're up.
May 13, 2016 6:35 pm
Shamush continues to aid Leth.
May 13, 2016 7:10 pm
A new round begins, Mordred is up.
May 13, 2016 10:28 pm
Mordred throws another Fire Bolt and then attempts to take cover behind a stalagmite.

Using Cunning Action to Hide

Rolls

Fire Bolt - (1d20+2)

(5) + 2 = 7

Stealth (For Hiding?) - (1d20+5)

(19) + 5 = 24

May 13, 2016 11:39 pm
With his aim perhaps distracted by thoughts of his hiding place, Mordred fires a bolt of flame high over the Implacable's head before diving for cover.

The Implacable turns its attention on Leth. whirling its catchpole at him for a fast double-strike.

Edit: The end of the pole sweeps down and throws out Leth's knee, dropping him right into the path of the blade. Leth, I will need a CON saving throw from you. Felor, Leth, and Zangua can take their actions.

Rolls

The Implacable's butt-end catchpole attack vs Leth - (1d20+9)

(18) + 9 = 27

Damage, if applicable - (1d6+5)

(5) + 5 = 10

The Implacable's blade-end catchpole attack vs Leth - (1d20+9)

(13) + 9 = 22

Damage, if applicable - (1d10+5)

(7) + 5 = 12

May 14, 2016 5:25 pm
Zangua does his best to stick to Zora, assisting or helping her in any way he can.
May 16, 2016 2:53 am
OOC:
Hoo boy. Okay, so I did some digging through the forum here and I don't think I've taken any other damage since our last long rest yet, so this is the first damage I've taken, but... I'm at 4 HP now D: If he attacks me again and rolls anything higher than a 4 on his attack roll, I'm bleeding out, so I don't really have much of a choice but to back off for a second. Does somebody else wanna grab this magic sword and start swinging while I run away? :P


Leth lets out a cry of pain as he's dropped to his knees and then sliced open by the curved blade of the catchpole. He doesn't know the extent of the damage, but he knows he's in a whole lot of pain, and another hit like that would do him in.
If I stay on the front lines, I'm dead. He considers bitterly. For now, at least, I need to get away... So thinking, Leth backs defensively away from The Implacable, watching for any sudden movement. As he backs up, he looks over the construct, trying to gauge whether or not it looks like they might be close to vanquishing it. Once he feels like he's out of reach, he turns and starts moving away from The Implacable a little faster.

Disengage, and move 30 feet AWAY from this death machine. I hate to waste a chance to attack, especially with advantage, but it looks like really good odds that I'd die if I stayed there another round. Also, where exactly is everyone now?
4/26 HP
Last edited May 16, 2016 2:55 am

Rolls

Con save - (1d20+1)

(12) + 1 = 13

Perception (is this thing anywhere close to being defeated) - (1d20+4)

(18) + 4 = 22

Dex save for possibly maneuvering in webbing? Idk if it applies - (1d20+5)

(20) + 5 = 25

May 16, 2016 1:08 pm
Felor winces as the construct's weapon slices through Leth. Seeing him back away from the enemy, Felor quickly drops his spear and moves to Leth's side to take the enchanted sword from him.

Can I take the sword and then move to the construct to attack? Do I need a roll vs the web?
May 16, 2016 3:56 pm
Leth's chest burns as his body fights the arcane toxins from the catchpole's blade. Scrabbling back away from the Implacable, he tries to get a good look at it. It's battered and gouged, and one of its eyes has been shattered. As hardy as this thing seems to be, it's not invincible...he can't help but feel like a final victory against this unnatural thing might be possible.

Seeing Felor coming towards him, he gives his sword a gentle lob hilt-first towards his companion, who deftly catches it.

Felor, you have the magic sword and can attack.
May 16, 2016 4:23 pm
[Harlem Globetrotters theme starts playing; the Implacable is suddenly wearing a Washington Generals jersey]
May 16, 2016 4:26 pm
Nice, glad I didn't need a DEX check to catch it!

Weighing the sword in his hand to find the balance, Felor turns to the construct and brings it down in a diagonal strike at its head.

Rolls

Magic sword attack - (1d20+5)

(13) + 5 = 18

Magic sword damage - (1d6+4)

(5) + 4 = 9

May 16, 2016 4:33 pm
Since the toss was by DM fiat no roll was required, he could have just handed it to you after all.

Felor's swing strikes the Implacable's head so hard it seems to get stuck on whatever threads it rotates on, and it jerks it back and forth quickly to get it unstuck as it staggers back.

Zora, meanwhile, continues to jog around the perimeter of the web. Turning her javelin around, she starts wrapping the other end in the sticky silk.

Shamush and Vad, you're up.
May 16, 2016 4:41 pm
OOC:
For what it's worth, Zangua's also at 4/31 HP, which is why he hasn't been actively engaged especially with no magical attacks.
May 16, 2016 4:52 pm
OOC:
Yeah, I'm out of heals but can stabilise anyone who goes down with a cantrip. Happy to take the brunt of the attacks now I can do some damage! Edit: we have the three mystery vials from the goblins if anyone wants to have a go and see if they are healing potions...
Last edited May 16, 2016 5:05 pm
May 16, 2016 5:05 pm
...Is Zora making a giant cotton swab?

Mordred is down to 3/18 HP. I'll keep spamming Fire Bolts from behind cover as long as I can.
May 16, 2016 5:15 pm
OOC:
Do I have one of the vials? I can take a swig on my next turn.
May 16, 2016 9:35 pm
Not completely sure if his magic is actually doing any good Vad can, unfortunately, think of no other options and sends more magical missiles towards the things.

Rolls

Magic Missile - (3d4+3)

(333) + 3 = 12

May 16, 2016 9:57 pm
Do I have one of the vials? I can take a swig on my next turn.

I think we are considering the "Party Loot" as equally distributed in a useful manner, so if we say you had the vials, you had the vials. I'll take them off the Party Loot if you add them to your inventory.

Nice one, Vad!
Last edited May 16, 2016 9:58 pm
May 17, 2016 2:41 am
szemely, if we need to keep fighting, that Shocking Grasp cantrip might be very useful against a metal man...
May 17, 2016 2:47 am
Vad's trying to keep his distance from the thing. One more spell slot left and enough sorcery points to create one after that, so two more rounds of MMs.
May 17, 2016 4:29 pm
The Implacable twitches as Vad's magic missiles jet into him. "I CANNOT BE DETERRED. MY MASTERY OF VIOLENCE EXCEEDS THAT OF ANY WHO STAND IN MY WAY. I AM THE IMPLACABLE PURSUER," it asserts as it wheels around jerkily, as if considering which threat to dispatch next.

Ruling on the field is, Zangua has a vial in his possession.

Shamush, you're up.
May 17, 2016 4:36 pm
Ah shit, he's going to transform into Neo Implacable any second now. If anyone has any Elixirs, now's the time.
Last edited May 17, 2016 4:36 pm
May 18, 2016 12:57 am
Shamush will harass the construct, now assisting brave Felor!
May 18, 2016 11:42 am
So, I'm not sure I have a handle on the whole hidden/stealth/cover thing, so feel free to adjust/ignore/correct these rolls as appropriate.

Still hidden behind a clump of stalagmites, Mordred waits until he thinks the construct's "eyes" are looking elsewhere before unleashing another Fire Bolt.

ETA: After the attack, Mordred runs to another part of the cavern and attempts to hide again.
Last edited May 18, 2016 12:50 pm

Rolls

Attack - (1d20+2)

(7) + 2 = 9

Attack (Advantage - attacking from hidden status) - (1d20+2)

(12) + 2 = 14

Fire Bolt Damage (& Sneak Attack bonus) - (1d10, 1d6)

1d10 : (4) = 4

1d6 : (2) = 2

Stealth (Cunning Action) - (1d20+5)

(9) + 5 = 14

May 18, 2016 4:52 pm
Perhaps overfocused on his hiding places to the detriment of his spell-aiming, Mordred sends a fire bolt whizzing off into the darkness before sprinting to another place of cover.

The Implacable's threat assessment heuristics settle on the new wielder of the magic sword, and he thrusts his catchpole at Felor...

Edit: Felor raises his shield in time to deflect the strike.

Felor, Leth, and Zangua, you're up.

Rolls

The Implacable's special catchpole attack vs Felor - (1d20+9)

(6) + 9 = 15

Damage, if applicable - (1d10+5)

(4) + 5 = 9

May 18, 2016 11:01 pm
Seeing Shamush distract the construct momentarily, Felor takes another swing at his opponent.

Sword attack with Advantage.

Rolls

Magic sword attack - (1d20+5)

(15) + 5 = 20

Magic sword attack (advantage) - (1d20+5)

(10) + 5 = 15

Magic sword damage - (1d6+4)

(5) + 4 = 9

May 18, 2016 11:37 pm
Felor strikes a mighty blow across the Implacable's abdomen, cracking it. Bright cobalt-blue fluid bubbles out of the crack.

Leth and Zangua, your turns!
May 18, 2016 11:39 pm
OOC:
If it bleeds, we can kill it!
May 19, 2016 12:12 am
Sensing that the end may be near (his or the machine's), Zangua plants his foot and leaps for the Implacable with a roar. He attempts to grapple the construct and bring it prone.
OOC:
Dang it. And I totally forgot that I was going to drink the vial.
Last edited May 19, 2016 12:15 am

Rolls

Athletics - (1d20+6)

(1) + 6 = 7

May 19, 2016 12:11 pm
I'm just amusing myself by thinking about what a botched leaping grapple attempt might look like.
May 19, 2016 3:58 pm
It looks like Zangua flies through the air and miscalculates where the Implacable will be by several feet, planting himself on his hands and knees in the webbing. Zangua is stuck in the web, no save.

Leth, you're up!
May 20, 2016 2:40 am
Can I help Zangua out of the webbing? Doesn't seem like I'll be much help in the combat at the moment
May 20, 2016 2:30 pm
Sure, make a Strength check.
May 22, 2016 6:30 am
OOC:
Late strength check

Eta: well phooey. Sorry cancerman :P
Last edited May 22, 2016 6:31 am

Rolls

STR - (1d20+1)

(4) + 1 = 5

May 23, 2016 3:53 pm
In his weakened state, Leth is unable to pull Zangua free from the webbing.

Meanwhile, having wrapped both ends of her javelin in the sticky strands, Zora charges up behind the Implacable with the javelin held horizontally out in front of her, and attempts to jam the sticky ends into the backs of its knees.

Edit: Zora only manages to get it stuck behind one knee. The Implacable spins around, the javelin dangling and bouncing from the back of its left leg. Zora jumps back.

Shamush, Vad, you're up!

Rolls

Zora special sticky javelin q-tip attack - (1d20+3)

(13) + 3 = 16

May 23, 2016 10:45 pm
Growing frustrated and nearly out of magical tricks Vad reaches inward channeling his sorcereristic power to summon yet another volley of magical darts.
OOC:
Spending three sorcery points to create a 2nd level spell slot, Vad will once again imitate a pony who only knows one trick.

MAGIC MISSISLE!!!

Rolls

Magic Missile - (4d4+4)

(1221) + 4 = 10

May 24, 2016 12:05 am
The first magic missile strikes the Implacable in the hip, turning it slightly as the second missile strikes it in the side. A gout of the bright blue fluid spurts out of the crack in the construct's abdomen, splattering on the ground. The third missile strikes it in the pelvic area, and its legs buckle and it sinks to the ground as the fourth and final missile hits its squarely in the head. There is a sudden loud hisssss and a crack! crack! crack! as the red gems in its head burst, one by one.

The Implacable's upper body pitches forward until the top of its cylindrical head rests on the ground, as if kneeling in abject prostration. Tendrils of steam and smoke coil upward from its body and head. It does not move.
May 24, 2016 12:40 am
"Someone check to see if it's dead!" Vad yells, astonished that the thing appears to have finally been defeated.
May 24, 2016 12:42 am
"Since it's not moving," offers Zangua, dangling in the tangled web, "maybe keep hacking at it with that special sword?"
May 24, 2016 12:58 am
Shamush moves in, drops his foot on the head of the construct and points at it, yelling with weary exultation, "Down you go! Ha!" He looks up at the others and then back down the tunnel. "Should we go check on Everil or just, uh... well find our own way out?"
May 24, 2016 9:22 am
Felor immediately drops his shield to allow him to wind up a huge two-handed swing at the deactivated construct's neck.

Do I get Advantage attacking something that's dead...?

Rolls

Attack roll - (1d20+5)

(9) + 5 = 14

Attack roll - (1d20+5)

(16) + 5 = 21

Magic sword damage - (1d6+4)

(3) + 4 = 7

May 24, 2016 9:36 am
OOC:
Petition to name this sword Droidslayer...
May 24, 2016 12:30 pm
Petition to name this sword Droidslayer...

Absolutely! Or maybe The Placable?


Octo, I hope I'm not the only one who has lost complete track of where we are in the caverns. Have we recently seen any little side chambers or alcoves that would lend themselves to taking a Long Rest? We are also in need of an exposition dump from Zora as far as what she knows about Everil and the Badgerways (maybe even a little recap of what we went over as we ran) so we can plan our next move.
May 24, 2016 3:42 pm
From the room where you encountered Zora, Everil, and the Implacable, you backtracked to the chamber with the three red-painted exits and took the lower path down to a vast open cavern, which is where you are now.

It takes more than one swing to cut through the construct's bronze neck, but Felor manages to decapitate the Implacable.
May 24, 2016 3:47 pm
"Wonderful. You can wear its head as your helmet," says Zangua, deadpan, and thankful for the appearance of relative safety. In a more-serious tone, he continues, "You've avenged the girl's parents, along with any other innocents (as you like to say) this thing has killed in its pursuit."

While speaking, he tries breaking free from the webbing.

Rolls

Strength - (1d20+4)

(17) + 4 = 21

May 24, 2016 3:51 pm
It's almost 5,000 words, so I'll link to Pastebin, but here is a cut-n-paste-n-lightly-edit version of The Battle of The Badgerways, focusing on how we beat The Implacable. I left out most of the misses and a fair bit of the hits, but it includes all of the exposition we learned from Zora during the escape attempt, which was the reason I started doing it in the first place.
May 24, 2016 3:57 pm
Zora lightly kicks the Implacable's head. It rolls lightly away; it seems to have been nearly hollow. Fine black powder falls out of the empty "eye" sockets. "Huh," she says, and starts scraping her javelin against a stalagmite to get the webbing off.

Zangua pulls himself free without difficulty.
May 24, 2016 3:59 pm
"We need to rest. Let's spread out in this cavern and see if we can find somewhere out of the way. Stay within earshot of each other though, we don't want anyone getting lost."

Rolls

Perception - (1d20)

(2) = 2

May 24, 2016 4:02 pm
Zangua walks over to Mordred to clap the tiefling on the shoulder. "You got balls," he mutters, "hanging around chatting while that thing drew near, despite me telling you to move. But you got balls, and a bit of fire in ya. I can respect that."

Truthfully, the warrior is really rubbing whatever leftover web residue off of his hands onto Mordred's armor.
May 24, 2016 4:09 pm
"Thanks Zangua. I can't tell you how much I appreciate you and Shamush sticking with us and protecting Zora. It looks like we are going to need all the help we can get." Mordred makes a mental note to wipe down his armor once the group finds a campsite.
May 24, 2016 4:41 pm
(while everyone talks, Felor continues to hack the Entirely Placable into smaller and smaller chunks)
(OK not really)


Satisfied the construct has been suitably disabled, Felor hands the sword back to Leth and returns to inspect the fallen foe.

Arcana? Investigation? (both have same roll) trying to spot any clues as to the origin of the construct or any other useful info.

Rolls

Arcana/Investigation check - (1d20+1)

(9) + 1 = 10

May 24, 2016 4:55 pm
Felor, the results of your check might depend on whether you do put any effort into dismantling/breaking apart the Implacable. There is a fairly large crack in its abdomen, leaking blue fluid. How invasive are you willing to get with your examination?
May 24, 2016 5:00 pm
I wedge the tip of my spear in and try to lever the crack open, attempting to do so at an angle that would cause any ejected contents to be aimed away from the party members.
Last edited May 24, 2016 5:00 pm
May 24, 2016 5:04 pm
"I'd be careful about that," Zangua says in Felor's direction. "That thing creates a poison, or something in it does."
May 24, 2016 5:13 pm
With a little work, Felor widens the crack and pries off a chunk of bronze, then carefully turns the Implacable's body over to let whatever is inside it spill out.

The first thing to hit the ground is a wet, fleshy thing roughly the size, shape, and color of a Mezian eggplant, which appears to be the source of the cobalt-blue fluid. It seems to be an organ, but it is no recognizable part of the anatomy of any creature any of you have ever seen butchered.

This is followed by a short length of large amber beads strung together with sinew. There are nine beads, each one larger than an inch in diameter, and inside each bead is a black wasp.

A small cage made of silver falls out as well. Inside the cage is a feline skull, and inside the mouth of the skull is a small dead bird.

Felor gives the Implacable a shake. You can hear some other objects stuck inside its body cavity.
May 24, 2016 5:43 pm
It's the creepiest piñata ever! Keep shaking it, but don't touch anything.
Last edited May 24, 2016 5:44 pm
May 24, 2016 5:51 pm
With some cautious inspection, you can see two thin, narrow tablets of beaten copper and a roughspun cloth soaked with the blue fluid still inside. It doesn't look like they'll shake out on their own.
May 24, 2016 6:34 pm
Does the blue fluid seem corrosive or toxic at all?
May 24, 2016 6:48 pm
With some trepidation, Felor reaches in to try to extract the copper tablets and cloth.
May 24, 2016 6:54 pm
"Felor! I don't think we need them, and if that blue stuff is what poisoned the people at the ranch, it might be absorbed through the skin. If you must, put some gloves on or something."
May 24, 2016 7:06 pm
Wrapping his hands as best he can, Felor removes the remaining objects from the Implacable's body.

The tablets are each about 4" wide and 11" tall and are filled top to bottom with glyphs in no recognizable language. The cloth looks like it would unfold to about 3' square, and is made of linen.

Zora comes over to look at the Implacable's innards, and makes a disgusted face.
May 24, 2016 7:34 pm
Anything ring any bells?

Rolls

That isn't a healthy bonbon, Implacable. (Arcana) - (1d20)

(6) = 6

May 24, 2016 8:15 pm
None of this makes any sense to Mordred.
May 24, 2016 9:00 pm
Felor inspects the catchpole. Does it have any enchantments? Could it be used by one of us?

Rolls

Arcana - (1d20+1)

(14) + 1 = 15

May 24, 2016 9:12 pm
Based on his inspection and what he saw of it being used in combat, Felor determines that the catchpole is a +1 polearm with a poison effect enchanted into the blade's metal. The blunt end can also be used as a staff weapon and retains the magic attack/damage bonus. The catchpole blade can also be used for a special sort of grappling attack. The Implacable was able to attack with both the blade and blunt ends in a single round, or sacrifice the blunt end attack to perform the special attack. It looks like anyone with polearm proficiency could wield the catchpole, but unless your weapon skills allow for multiple attacks, you can only make a single attack with either end each round or attack at disadvantage to use the special grappling attack. Assuming, of course, you would want to make use of a weapon built for such evil purposes, which has spilled the blood of innocents...
May 24, 2016 10:41 pm
"Aye, it's imbued with poison magics, as I suspected," says Felor, carefully scrutinising the catchpole. "A powerful weapon. A cruel weapon," Felor continues with distaste. He places the weapon on the ground and returns to survey the contents of the construct's torso. What could the contents be? Were they enchanted objects that infused the inert mechanisms with false life?

Not clear if I used my Arcana check on the robut bits already? Here's another roll if I can inspect them more closely. Wipe them down/rinse them off a bit to get a better look.

Rolls

Arcana - (1d20+1)

(15) + 1 = 16

May 24, 2016 10:49 pm
Felor infers that these objects used some combination of enchantments and sympathetic magic to inform and animate the Implacable.

Zora picks up the head and shakes it out: more black powder falls out, along with a cracked crystal with a red thread tied around it, with one loose end that was probably severed when the construct was decapitated. Sure enough, you can see a bit of the same thread in the hollow stump of its neck.
May 24, 2016 11:04 pm
"Salvage what we can, leave the rest," says Zangua, walking over to the catchpole and prodding it with his foot. "Speaking of, we should find somewhere to lick our wounds. I'm feeling real hurt from where this thing caught me." He picks up the polearm and feels its heft, tests out a few swings.
May 24, 2016 11:07 pm
The catchpole feels light and well-balanced.
May 24, 2016 11:13 pm
Zangua appears to take possession of the catchpole, planting the blunt end on the ground while holding it upright as he waits for the party to move out.
May 24, 2016 11:59 pm
Do any of the construct's components appear to have any value in themselves? Or is it just useless junk? Are there any Jawas nearby?
May 25, 2016 12:01 am
The silver cage, the amber beads, and the copper tablets all have inherent value. Sadly, you have not yet encountered any jawas.
May 25, 2016 12:25 am
Shamush fingers the beads and lifts them up to examine them in the dim light. He squints at the wasps and says with some admiration, "This would make a nice necklace... I say nice, but maybe, uh, "interesting" is the better word." He looks to Felor and Vad, and asks, "What did all this stuff do? Any idea? What kind of person can make something like this?"
May 25, 2016 3:45 am
Leth breathes a sigh of relief when The Implacable finally goes down, and hovers over Felor's shoulder as he inspects the construct's innards. Having next to no knowledge of Magic and it's varied applications, however, he is pretty lost as to what any of it means, and doesn't even try to offer his own theories. He does, however, perk up when Zangua mentions taking a break to recover a bit.
Quote:
"Speaking of, we should find somewhere to lick our wounds. I'm feeling real hurt from where this thing caught me."
"I agree... That catchpole really did a number on me as well." Leth says, eyeing the weapon in Zangua's hands.
OOC:
When we first heard about it, I actually pictured this thing looking like The Destroyer from Thor until we ran into it. IG-88 was a good call tho
Last edited May 25, 2016 3:48 am
May 25, 2016 12:44 pm
From roaming about the cavern a bit while the others examine the entrails, are there any potential campsites where the party wouldn't be immediately visible to any trolls or werebadgers passing through?
May 25, 2016 4:44 pm
Mordred wanders southwest a few hundred yards, and finds that there the cavern contracts into a small warren of branching alcoves, any of which might provide some cover for a good rest.
May 25, 2016 5:02 pm
Mordred waves the party over to a comfy alcove and sets up a simple camp. He offers to take first watch and begins patching his armor and memorizing spells.
May 25, 2016 5:11 pm
Thankful for the break, Zangua spends some time recalling his training with polearms and staffs. He studies the catchpole to figure out the best way to use it for the benefit of good, this time around.
OOC:
Zangua will claim the catchpole unless someone else wants it. As a fighter he has proficiency, and reasons that he can inflict some of this pain on the bad guys, it ought to balance out the bad karma.
May 25, 2016 6:01 pm
OOC:
Zangua taking the catchpole is A-OK with me.
As they settle down to rest, Felor will inspect Zangua and Leth's wounds caused by the catchpole to check for any signs of poisoning.

Rolls

Medicine - (1d20+4)

(12) + 4 = 16

May 25, 2016 6:07 pm
The blood-thickening effects of the poison appear to be localized and contained. Felor expects the wounds to heal normally.

Zora sits near the mouth of the alcove, watching. She seems tense and restive. But also hungry -- she doesn't hesitate to ask for any extra rations any of you might be able to throw her way. She taps and spins the point of her javelin on the ground while she eats.

"I can take watch," she tells Mordred. "I don't think I can sleep in here."

Are any of you keeping any of the Implacable's innards?
May 25, 2016 6:14 pm
Take the three items with some value (cage, beads, and tablets), plus the cracked gem, I reckon?
May 25, 2016 6:19 pm
There were several days of rations in her pack, IIRC. I deleted it from Party Loot when I gave it back to her.

Not sure what I think about keeping The Implacable's gullyworks. Might be nice to have proof we killed it, but I worry about Adan being able to track it somehow. Hopefully his power to track Zora ended with the robot.


Mordred is going to take another look at the goblin treasure and see if any of it means anything.


ETA: We OK to heal up and recharge spell slots and whatnot?
Last edited May 25, 2016 6:20 pm

Rolls

History/Religion/Arcana (all the same modifier) - (1d20)

(12) = 12

May 25, 2016 6:27 pm
Zangua is perfectly willing to pocket some of the expensive-looking items from the guts of the Implacable, if no one else takes them (he knows Shamush took the beaded wasp necklace). Thoughts of magical tracking are too foreign for him to ignore the apparent profit from their sale or trade.
May 25, 2016 6:35 pm
The goblin treasure is on page 18 if anyone wants to review what was found. None of it means any more to you now than it did back then, however.
May 25, 2016 6:47 pm
It's also on my character sheet under Party Loot, FYI. I've removed things that were used or claimed by individuals (like the sword).
May 25, 2016 6:59 pm
The rest of the party setting up camp, Felor lowers his weary body to the ground. The battle with the construct had been traumatic, with his friends receiving grievous - but thankfully non-life-threatening - injuries. For a while there he had honestly thought this mechanical creature could not be defeated. It seemed even his god had forsaken him for a time - he had called for her aid but none had been forthcoming.
Fjorgyn was not a fierce god for the most part. She was slow to anger; stoic; as immovable and as indifferent as a mountain range. But when roused, she had the power of an avalanche - unstoppable and all-consuming.
Maybe the party's petty troubles with a construct and a missing orb were below Fjorgyn's concern? It could be that their destiny here was to find justice with the sweat of their own brow, and the blood from their own veins, without divine intervention.
But for now it was time to rest, and meditate on their continued quest.
May 26, 2016 1:47 pm
Mordred looks over at Zora before he gets into his bedroll. "You said you had to deliver the tile to someone in Hazard at.. a trading company, I think you said? Who is this person exactly, and how much do you know about them? Maybe one of us knows something of them or their company." Having secretly held on to the tile, Mordred hopes this question doesn't spur her to check her pack for it, but she seemed to be hiding something earlier, and he wants to get to the bottom of it.
Last edited May 27, 2016 12:07 pm
May 26, 2016 3:54 pm
Zora rolls her eyes, looks away, and taps her javelin on the ground a few more times.

After a moment, she answers. "It's my mother."
May 26, 2016 3:56 pm
Do I know/remember anything about her mother from her or Edvers?

Rolls

Insight (?) - (1d20+2)

(9) + 2 = 11

May 26, 2016 4:44 pm
Mordred can't remember her ever coming up in conversation. In fact, you'd sort of assumed that her absence and the silence around her meant she had died.
May 27, 2016 10:08 am
OOC:
OK so, quick recap:
Edvers was formerly part of the Crown Guys. They forced him to steal the Iron Sphere, but he hid it. Gave Zora the tile to take to her mother (head of a trading company) in Hazard. Edvers thought Zora was part of an ancient prophesy (specifics unknown) by Mirza Horgul.
To get to Hazard we need to go through the Squalid Set (ruled by Queen of Rot) which extends under Hazard. Tunnels leading there marked with red.
May 27, 2016 12:08 pm
"Your mother? Zora, what's going on here? I've never heard you or Edvers speak of her or the Six-Pronged Crown until just now. You know I would do anything for you, but we've all risked our lives tracking you down, and I think this is your chance to tell us everything you know."
May 27, 2016 3:49 pm
That recap is accurate.

Zora gives Mordred a bit of side-eye. "I've told you everything I know. The last time I saw my mother, I was barely old enough to talk. Dad used to work for her, when he was a treasure hunter. Neither of them planned on becoming parents. He flinched first, I guess. And the Six-Pronged Crown...I'd never heard a word about that until the morning he left. He just told me to take that tile to my mother, that she'd know what to do when she saw it." She looks up. "The tile. Do you still have it?"
May 28, 2016 5:28 pm
His assessment of the catchpole is as complete as it's going to get right now, so Zangua finds a bit of earth and wall to sit back and rest.

Rolls

Recover HP - (3d10+9)

(3109) + 9 = 31

May 28, 2016 11:38 pm
OOC:
We taking a short rest, then? Or a long rest?
May 30, 2016 1:20 pm
As he gets ready to bed down, Felor's mind turns to the five copper rings they found earlier that day in the goblin hoard. Out of curiosity he puts them on - one on each finger of one hand - to see if there's any obvious effect.
May 31, 2016 3:45 pm
Felor can't notice anything happening when he tries on the rings.

Any more questions for Zora or activities here before you all start resting up?
May 31, 2016 4:00 pm
Not as far as Mordred is concerned.

I think a long rest is called for.
May 31, 2016 4:45 pm
No questions from me. Yes to long rest.
OOC:
rocksteady - I'm wearing the "Five simple copper rings" so they can be removed from the party stash.
May 31, 2016 5:09 pm
With Zora taking first watch, you all settle in as best you can to rest up from your grueling battle with the Implacable.

Mordred isn't sure how long he'd been asleep before Zora shakes him awake, but his first thought is that it can't nearly have been long enough. The darkness seems to spin around his head, even though he can't see anything. But as soon as Zora presses her face to his ear, he snaps into a quick sort of focus.

"Somebody's here," she whispers as quietly as she can, and Mordred's eyes flick toward the glow at the edge of his vision, and see the pair of torches moving through the cavern a few dozen yards away. Carefully, Zora starts waking up the other party members as well.
May 31, 2016 5:26 pm
Zangua stirs from his seated position against the wall. He didn't get much rest, considering he was semi-upright and still hadn't removed his armor in this dangerous place. The previous battle obviously took a bit of a toll on him, as he gingerly rises with the aid of the catchpole.

His soldier-sense kicking in, Zangua pads over to the entrance of their resting spot, hoping to ambush whomever enters.

Rolls

Stealth, Disadvantage - (1d20+2, 1d20+2)

1d20+2 : (8) + 2 = 10

1d20+2 : (1) + 2 = 3

May 31, 2016 8:15 pm
Felor carefully eases himself into a crouch, quietly grabbing his spear and shield, but without attempting to move away from where he was sleeping lest his armour make too much noise.
May 31, 2016 8:20 pm
The torches stop for a moment.

"Shhh. You hear something?"

A pause. "Neh."

They keep moving, heading in a generally northward direction.
Jun 1, 2016 12:50 am
Nothing like a 10 minute nap Vad says to himself, not quite sure how long he's actually been asleep. Looking for a place to hide he whispers to no one in particular, "Maybe they'll just leave us the hell alone..."

Rolls

Stealth - (1d20+2)

(5) + 2 = 7

Jun 1, 2016 12:11 pm
Mordred attempts to move closer to the voices to see who or what they might be.

Rolls

Stealth - (1d20+5)

(6) + 5 = 11

Jun 1, 2016 4:05 pm
OOC:
Did the voices sound like goblin, or human?
Zangua inwardly curses his lack of experience with this metal armor, as the noise was rather too loud for his own liking. He tries to remain still where he is, and continues to listen.
Jun 1, 2016 4:52 pm
The torches stop again. You can just barely hear whispering.

Mordred can make out two human-looking figures bearing the torches, one tall and one short and stout.
Jun 1, 2016 5:04 pm
Well, if they're not investigating a possible noise it seems unlikely they're searching for us, at least, thinks Felor.
Jun 1, 2016 5:12 pm
You hear an unintelligible whisper, which is responded to with a somewhat louder "No, YOU go look."
Jun 2, 2016 3:02 am
Shamush lay sprawled against the wall of the cave, his feet spread out before him. Blearily he blinks his eyes slowly awake and groans quietly.

Just a note, gang: I'm going on an epic roadtrip starting tomorrow and ending the 18th or so. I should be able to check in at least once a day, but if I go quiet for a bit, that's why.
Jun 2, 2016 12:15 pm
Drawing Thaumaturgic energies around him, Mordred creates the sounds of rats skittering and chattering emanating from the party's hiding place, and takes advantage of the magical distraction to attempt to get a better view of the figures.

ETA: Oh no.
Last edited June 2, 2016 12:15 pm

Rolls

Deception (in case I need it) - (1d20+4)

(13) + 4 = 17

Stealth - (1d20+5)

(1) + 5 = 6

Jun 2, 2016 1:12 pm
OOC:
The NPCs are successfully deceived into thinking they saw a giant Mordred-sized rat...
Jun 2, 2016 4:08 pm
Have a great trip, Spruce!

"What the--" the figures visibly start at the sound of the skittering rats, but their attention is drawn rather fixedly toward the source of the noise. The shorter figure lets out a literal "yawp!" of surprise.

"Who--who goes there?" he asks.
Jun 2, 2016 4:17 pm
Mordred places a finger across his lips in a "shhh" gesture to the rest of the party as he continues to use Thaumaturgy - this time dimming the torches of the two figures dramatically.

Mordred is going to play a little game with the two figures' torches. If they move closer to the party, dim them more, if they move away, brighten them. This effect can last up to 1 minute.

They seem scared and not really up for finding anything, so I'm hoping we can scare them off somehow.
Jun 2, 2016 4:31 pm
Zangua frowns. It seems obvious to him that these strangers aren't hunters; maybe they're related to the guides Zora found when she first entered the Badgerways.

But, he remains quiet and lets the tiefling do his thing.
Jun 2, 2016 4:38 pm
The figures don't come any closer, but the short one takes a moment to screw up some courage and keeps talking. "You--you are trespassers in the domain of the Symbiont Queen. Show yourselves!"

Zora, crouching low to hide, lifts her head at this.
Jun 2, 2016 4:54 pm
Zangua tries to place the name. Doesn't quite match Queen of Rot nor the Squalid Set, though.

Rolls

History - (1d20)

(8) = 8

Jun 2, 2016 5:48 pm
Mordred tries to make his best "Does that mean anything to you?" face at Zora.

Rolls

Performance - (1d20+2)

(18) + 2 = 20

Jun 2, 2016 5:50 pm
Not ringing any bells for Zangua.

Lacking a nearby light source, Zora can't really make anything out of Mordred's expression.
Jun 2, 2016 7:36 pm
Symbiont Queen?? Vad asks himself....

Rolls

History - (1d20+1)

(12) + 1 = 13

Jun 2, 2016 7:51 pm
Vad's got nothing.

"Come on, then," the one doing all the talking says, a little bolder now. "If you've just wandered in from the Sett, you've nothing to fear. We'll show you on your way back and forget you were ever here. Alright?"
Jun 2, 2016 7:54 pm
So they are going to show us "back" to the Sett? I guess that meets our needs, but we really need the rest... My concern is that if we do nothing they may come back with reinforcements...
Jun 2, 2016 8:06 pm
OOC:
If it's been at least an hour for a short rest, Zangua's full up on hit points. Let me know if it hasn't been an hour, though, as I wouldn't have been able to use my hit dice.
Zangua looks to the rest of the group, trying to determine if anyone's going to move. He grips the catchpole and seems ready to step out.
Jun 2, 2016 8:11 pm
Vad give Zangua an affirmative nod and prepares to leave his hiding space, ready to follow in behind Zangua should he approach.
Jun 2, 2016 8:17 pm
Yeah, let's do this thing. I'll spend all three Hit Dice, assuming a short rest.

Seeing the determination from the rest of the party, Mordred notches an arrow and waits. If the men move, Mordred will fire.

Rolls

Healing - (3d8)

(853) = 16

Readied Shortbow Attack, Damage - (1d20+3, 1d6)

1d20+3 : (7) + 3 = 10

1d6 : (5) = 5

Advantage on surprise attack from Hidden? Ignore if incorrect. - (1d20+3)

(8) + 3 = 11

Jun 2, 2016 8:18 pm
The talker takes a cautious step forward. His torch dims. He stops and seems to look at it quizzically. "Eh...alright, then? Let's do this nice and peaceful, yes?"

Edit: n.b. you can see in the torchlight that these men have swords on their hips, and the tall one has his hand resting on the hilt of his. I'm assuming Mordred did his trick with the torchlight, then readied his bow.
Jun 2, 2016 8:21 pm
Mordred will shoot the one who did not step forward - let Zangua and the catchpole take care of the closer one.
Jun 2, 2016 8:23 pm
Zangua steps forward into the torchlight, one hand upon the catchpole, but the other held out open and empty. "Peaceful," he repeats. "You are?"
Jun 2, 2016 8:25 pm
Ack, wait, if Zangua wants to play it peaceful, Mordred will delay the attack, but keep it readied.
Jun 2, 2016 8:25 pm
OK, to clarify, is Mordred shooting immediately, or waiting for any further actions on their part?
Jun 2, 2016 8:27 pm
Sorry, yeah, wait until they take an aggressive action at this point, like drawing swords.
Jun 2, 2016 8:41 pm
Edit: got it

The two men reflexively step back as Zangua walks into the light and exchange a quick glance. Zangua can see that they appear to be ordinary men, but their ages are hard to tell, as they appear to be quite dirty, and both of them have some sort of white paint or ointment blotching their faces.

"P-peaceful, yes," the short one says. "We're only here to patrol the Queen's domain, see? Now, I'm sure the Sett doesn't want any trouble, so if you've come from there, we can show you right back, quick as you like, alright? You and...whoever you've got back there with you?"
Jun 2, 2016 11:04 pm
Hearing that the man sounds a little more scared than anything else Vad will walk right up besides Zangua, smie, and not say a word.
Jun 3, 2016 4:04 am
OOC:
Rolling hit die first, will do my real post in a minute

eta: I cannot believe those dice rolls. I rolled a total of 3d10+3 and ended up with EIGHT
Last edited June 3, 2016 4:07 am

Rolls

hit die - (1d10+1)

(1) + 1 = 2

hit die - (1d10+1)

(1) + 1 = 2

hit die (dear god please don't be another 1) - (1d10+1)

(3) + 1 = 4

Jun 3, 2016 4:13 am
Leth isn't particularly pleased about being disturbed; it hurts even to get up off the cave floor to stand with the rest of the group. He knows he couldn't have been asleep very long, but fortunately these guys seem to be fairly peaceable, so Leth hopes they will be content to just guide them back down the tunnels a ways and then leave them alone so they can get back to sleep. He wonders for a moment if anyone should try to convince the... guards, perhaps? - to let them pass through, but he's tired and sore and doesn't really feel like persuading or arguing with anybody, so he keeps his mouth shut and lets the others do what they think is best. Leth is, for the moment, content to follow their lead.
12/26 HP
Jun 3, 2016 11:03 am
Their presence now obvious, Felor stands up but stays back in the shadows while Zangua and Vad talk to the interlopers.
Jun 3, 2016 1:30 pm
Mordred steps out of the shadows and approaches the men. "Look, friends, we are staying here for the night. We have never had the pleasure of being acquainted with your Queen, and we mean no harm to her or any of her subjects. We have had several long hard days of travel, and we must rest for the night before continuing on to the Sett. If you'd like to come back in 8 hours or so and escort us, or you'd like to help us keep watch for the night, you are more than welcome. In the end, we are staying right here, and there will be no further discussion."

Rolls

Persuasion - (1d20+4)

(19) + 4 = 23

Jun 3, 2016 4:00 pm
"Ah, well," the short one stammers, "if--if that's your plan, then, I suppose--"

The tall one speaks, cutting him off. "Continuing on to the Sett? Where did you all come from, eh?"
Jun 4, 2016 4:16 pm
"What's that? Ah, I must apologize, I meant..." Mordred mutters to himself in the Infernal tongue for a moment, "I think 'return to' the Sett? Common is not my first language, as you can see." He gestures to his horns.
Last edited June 4, 2016 4:18 pm

Rolls

Deception - (1d20+6)

(5) + 6 = 11

Jun 5, 2016 7:02 pm
As Mordred concludes his dissembling, he feels somebody push past him to step into the torchlight. "My name is Marjo Gull," Zora says, bowing her head to the patrolmen. "I have urgent business in Hazard and I have retained these mercenaries to convey me there safely. Tell me, by your reckoning, is the Sett north or south of here?"

The short one gives her a fretful look. The tall one squints. "The Sett is north of here. What overworld folk call the Badgerways."

Zora nods. "Of course. We were held captive by the Badger King and barely escaped with our lives. I have information your Queen must be made aware of. Please, take us to her. Let recover from our ordeal as guests in her realm, and we will tell her all that we know."

The tall patrolman casts a long gaze up and down the catchpole in a manner that might appear lecherous in other contexts. "By my reckoning they could kill us if they wanted, Sleem. We may as well take them to Gates."

"I don't like this at all, Wiz," the short one says, in a whisper you can all hear perfectly well. "They look dangerous."

"That's my point." He looks up at Zora. "We can take you to the Master of the Fourth Gate. "He'll decide to let you in or not. In return, you promise not to kill us, eh? Do we have a deal?"
Jun 5, 2016 8:17 pm
Zangua lifts the catchpole to a standing position, like one would hold a walking staff. He nods to Zora as a signal that he is willing to adopt a non-threatening stance.
Last edited June 5, 2016 8:17 pm
Jun 7, 2016 7:26 pm
Everybody on board with the offered deal?
Jun 7, 2016 9:25 pm
OOC:
If Zora thinks it's a good idea, Leth is okay with it. Also, Just a heads up; I'll be out of town at a camp all week. Not much signal. May not be on much.
Jun 8, 2016 9:08 am
It's good with me.

'Master of the Fourth Gate?' thinks Felor.

Rolls

History skill check - (1d20+3)

(7) + 3 = 10

Jun 8, 2016 12:34 pm
So far Mordred is happy to follow Zora's lead on just about any interaction with the strange denizens of the Badgerways, and this case is no exception.
Jun 8, 2016 8:00 pm
That's a ¯\_(ツ)_/¯ for Felor!

Following Zora's lead, you all follow the patrolmen -- Sleemo and Wizard, as they introduce themselves -- into the dark southern recesses of the large cavern.

When you reach the Fourth Gate after walking for some time, your meeting with the Master is underwhelming. The Master is just another human, his face similarly caked with white crud, who sits on a wooden stool on the other side of a door of iron bars. He listens to Zora's spiel, exchanges some monosyllabic cant and meaningful looks with Sleem and Wiz, and finally decides to let you pass.

The natural tunnel beyond the gate gives way, after a few hundred yards, to a tunnel of reddish-brown brick. The brick tunnel empties out into something remarkable: an underground canyon with doorways, facades, and windows carved into its walls. Brown shelf fungus, yellow mold, and white mushrooms grow everywhere. Strange round pots of oil burn on ledges, filling the stuffy air with a somewhat nauseatingly sweet odor. You can hear the tink, tink of a smith echoing from someplace near. Someone at the far end of the canyon is shouting something. A young woman peers down out of a high window and smiles at the lot of you, and she appears to be wearing nothing but a mantle of the crusty white paint on her shoulders. An old man in a vest and short trousers sits cross-legged by a door just ahead, and he seems to be covered head to toe in the stuff.

Your escorts lead you to the end of the canyon, which lets out to a circular clearing that branches off into five other, presumably similarly developed canyons. There are people milling about the circle, talking to each other, arguing, eating, meditating, doing gods-know-what. All of them have at least some of the white stuff applied to their faces or bodies.

In the center of the clearing is a stone pedestal. and on top of the pedestal is a statue of a black dog with shining copper eyes. Round pots of oil, some burning and some empty, are clustered about the base of the pedestal.

Wiz walks up to the statue. "Wizard stands before you, returned from duty," he says. "I bring guests who want an audience with the Queen. They are armed and have passed through the Sett."

The flames atop the burning lamps suddenly flicker, as if a strong breeze had just gusted from the statue in all directions. Each of you hears a deep voice that seems to come from nowhere, sounding in your very thoughts.

Take them to the House of Armilla.

"Yessir," says Wiz. He leads you down the canyon that extends to the southeast. About halfway through (and here you pass the smith's shop that was the source of the tinking), Wiz gestures you into an open doorway in a portico on the left hand wall.

"Wait in here. Someone will come and get you when the Queen is ready to see you. You're free to leave the house and roam about the Queen's city if you want, but you'll have to leave your weapons inside."

Sleem gives you an odd three-fingered salute. "Enjoy your stay, eh?"

The House of Armilla smells of mold and damp stone. It extends, mazelike, deep into the rock of the canyon, with stairs going up and down and hallways that lead to little doorless rooms, some of which are already inhabited. After a bit of searching you find a hallway on the third level up with six empty rooms, which seems as good a place as any to claim for your own.

"This is good," Zora whispers to nobody in particular. "We're closer to Hazard. These people don't seem to want to kill us. I'm almost positive Everil got himself killed, and I think the Queen is going to be happy to hear that and want to help us." She takes a deep breath and lets it out slowly. "This is the most confident I've felt about this godsforsaken quest since Dad sent me on it." She sits down against the wall, then gets up abruptly, making a face as she brushes a brownish-green sludge off the seat of her breeches. "Wonder if there's a place out there I can buy a change of clothes," she mutters.

This concludes Chapter Three of The Secret History of Bload. All player characters should advance their characters to the next experience level.

Thread locked