PrP: Clearing the Cache

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It's a guild contract, so it started like most of them do. Notices on corkboard, talking to insignificant NPCs I won't bother naming, and getting an exposition dump. The teal deer version is this: A farmer tracking cattle rustlers to a coal mine finds a purty dorf door, local dorf IDs it as abandoned clan stronghold. Adventurers go in the stronghold. Weapons in the stronghold, weapons for Rune. Bandits in the stronghold too. Kill the bandits, secure the weapons, get skrilla & wisdom, yo.

You find yourselves on a winding mountain trail that leads to the coal mines, fighting off the cold evening winds. The mine and the stronghold isn't far off, only a few more miles. In the dawn of what will surely be bloody room to room fighting, you have time to reflect.

Kiroth holds his cloak around him as he moves up through the cold evening winds and he does his best to enjoy it. He tries to enjoy how cold his armor is and he has his shield in one hand and his other hand is near his sword.

Margaret has, at various points during the journey, inquired into the necessity of -killing- the bandits to secure the weapons, and argued that if possible, one could merely -subdue- them and still achieve one's goals. But then she's an Althean, and Altheans will do that. She has, to her credit, not pushed the issue, though. Practicality first. The blue-robed priestess uses that shepherd's-crook staff she carries as a walking stick up the mountain trail, the little bell suspended in the crook jingling merrily with every step. "Remind me again," the short auburn-haired woman says, "why we couldn't get a wagon or something." Not that she's complaining, oh no. She's just being -practical-.

Not much of a one for reflecting, Aldean's instead whistling a cheery tune that those educated in such matters will recognize as one of the more scurrilous drinking songs often popular in pubs and taverns on the west side of Alexandria. Mercifully, he's not singing the words, but the tune itself is smooth, bright and happy. He'd identified himself at the outset as 'Aldean', and seems to already know at least a couple of his companions. Thanks to the twin cloaks draped over him and the climb, he's not /that/ cold at the moment. When Margaret speaks, he drops the tune, instead grinning over at the Althean. "Ain't fancyin' tryin' t'get a wagon up here, meself," he offers.

Renfrey whole heartily agrees with Margaret on both the need for violence and the wagon. Especially the wagon. Sure it wouldn't be that hard to sneak in, take the weapon and make tracks right? I mean how observant can crummy bandits be? No matter, if knife work needs doing Renfrey will do it. "Maybe this will end up being a surpise birthday party instead! Is it anyone's birthday?" he says optimisticaly.

Corra is usually scouting a head and doesn't suspect this will be any different, so she is out watching the trail as they go.

It is not Margaret's birthday. Alas. "Well, we might be lucky," she adds, trying to latch on to the whole optimism thing. "They could have decided it was too cold up here to stay with a bunch of boring old weapons, and left it while they go down the pub?" She says it so hopefully too, it almost sounds sincere. She's introduced herself at some point as well: Margaret MacNeill. It's probably a Myrrish name. She sounds Myrrish, in that vague, polished-off accent kind of way you get when you've been living for years away from home.

"Aye. Mayhap we'd do well t'give 'em a reason t'get out," Aldean suggests, shifting the composite shortbow across his back and watching his step along the trail.

Fortunately, the path isn't too steep, but it is rocky and fresh snow has fallen so getting a good ID on any tracks is hard. The militia that did the original tracking said they found a few small footprints in the mix, so there might be goblins in their number, but it's hard to tell between all the stolen goats prints and overall number.

In any case, the mouth of the mine isn't hard to find. Even long abandoned, the buttresses are holding and signs of former use linger such as broken tool handles and grooves worn in the floor of the mine by carts. Following the directions provided, you find the cave itself. It seems to have been hidden for a long time until the tunnel above the chamber collapsed. After climbing down the debris, you see the stone double doors. They are carved expertly into the stone wall it's built into. Bas Reliefs of Clan Masterbuilder sigils and prayer runes to Reos and Kor cover it, but there seems to be no handle or lock.

Renfrey cracks his knuckles "Suppose I should take a peek at this door so we don't warn all those folked behind it." he says with a grin to the party. "Afterall when I saw the word 'door' I knew I had to be on this thing."

GAME: Renfrey rolls perception+4: (14)+23+4: 41

Margaret is casting increasingly fearful glances around as the group nears the mine entrance, as though expecting an ambush at any time. When none manifest, however, the small redhead lets herself relax just a little... and moves with some confidence around the mine shaft and -implements. "Down t'pit again," she mumbles to nobody in particular. "If da could see me now."

Kiroth nods a little bit to Renfrey, "Please go ahead, this is your specialty." He says as he looks around to keep a lookout for any dangers.

<OOC> Gareth says, "No traps, but you think you find a few buttons that will open the door, if pressed in the right order. You can probably bypass and pick the lock, but you'll have to disable device and pry the buttons out to get to the inner mechanisms." <OOC> Renfrey will try and disable it, less guesswork

GAME: Renfrey rolls disable device+4: (19)+27+4: 50

A deep chuckle from Aldean as Renfrey volunteers his services at the door, crossing his arms across his chest as he watches the /locksmith/ go to work. Although he keeps a weather eye out for anything or anyone sneaking up on them, he otherwise seems to content to watch and let Renfrey work his magic.

With a little deft work, Renfrey manages to expose the mechanical innards of the door's latch after prying a few buttons off and sliding hooked probes into the recesses to trip the latches and workings. With a soft click, the doors open up and slide inward just a little.

Margaret leans in on her staff and watches as Renfrey works, fascinated. "That's amazing," she mutters. "I couldn't even see the grooves when you opened-- oh!" She interrupts herself when the door opens smoothly. "Good work!" She even gives the half-elf a thumbs up.

Aldean snorts silently, a grin playing around the mobile features as the door slide inwards and open up ... just a little. "Will ye look at that," he mutters to no one in particular, crossing his arms. "Damned fine work right there." He lapses into silence, then, and unfolds his arms to see what it will take to open the door the rest of the way. They still have to get in there, after all.

Kiroth smiles at Renfrey, "Great job." He says as he moves towards the front and he holds up his shield to be ready. He draws his sword as well and he for a brief moment uses his banesight to look around for any evil.

Renfrey takes a short bow "Just remember! When you need a locksmith to look me up! Best in Alexandria." he says with a grin as he folds up his tools.

Margaret doesn't have any special sight or, indeed, much in the way of powers of perception. So she dutifully hangs back a little, leaning on her staff, and lets the professionals do their work. There's a vague smile on her lips, as though she's reminded of something funny.

Despite being particularly large (8x5x1ft each), they are balanced almost perfectly on ball hinges and swing in smoothly, revealing an antechamber full of even more intricate bas reliefs of stern dwarven warriors shoulder to shoulder around the base of the floor. Across the vaulted ceilings are even more carvings depicting battle scenes against horrible monsters and savage hordes.

About 40 feet directly across the chamber terminates with a 10' wide corridor leading further into the complex. But it is the 8 gleaming hate-filled golden reptilian eyes staring at you from atop makeshift fortifications, ready to attack that draws your immediate attention. A yippy voice from further down the corridor screeches "Attack!" in their pigdin draconic.

GAME: Aldean rolls initiative: Roll: 11 + Bonus: 2 = Total: 13

GAME: Renfrey rolls initiative: Roll: 20 + Bonus: 10 = Total: 30

GAME: Margaret rolls initiative: Roll: 16 + Bonus: 1 = Total: 17

GAME: Kiroth rolls initiative: Roll: 15 + Bonus: 1 = Total: 16

GAME: You roll initiative for Kobolds: Roll: 8 + Bonus: +3 = Total: 11

===================== Current Initiative Order - Round 1 =====================
---Init--Name----------------Notes--------------------------------------------
    30   Renfrey             
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    17   Margaret            Flat-footed (0 rnds active)                  
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    16   Kiroth              Flat-footed (0 rnds active)                  
------------------------------------------------------------------------------
    13   Aldean              Flat-footed (0 rnds active)                  
------------------------------------------------------------------------------
    11   Kobolds             
------------------------------------------------------------------------------
================================================================

GAME: Renfrey rolls perception: (1)+23: 24 (EPIC FAIL)

GAME: Renfrey rolls ranged+1: (2)+12+1: 15

You paged Renfrey with 'You are certain that something is right behind you, even though you are back to the wall. Looking over your shoulder, you are pretty sure that one of the stone dorf bas reliefs is not a bas relief. Maybe some sort of stone construct built to look like one with a slot in the wall. Still it doesn't seem active at the moment.'

Renfrey quickly moves into the chamber and draws his bow, unfortunately bouncing an arrow off of the fortifications. Drawing another arrow from his quiver however he takes half a second to look at something beind him. "Keep an eye on the wall..." he murmers as he turns his attention back to the kobolds.

GAME: Margaret rolls Perception: (10)+4: 14

GAME: Margaret Totes Casts Bless For Real from Her Cassock

"Blessed are the strong who protect the weak from harm," comes a voice. It's Margaret! She's got her eyes closed and is praying. Typical Althean. "Blessed are those who uphold the peace. Heaven's Queen, look kindly upon your children." It's not the greatest of impromptu blessings, but it'll do -- and it does seem to have an effect. It's subtle, but there's a very slight brightening of colours, a faint sense of hope surging in the heart, a wisp of warmth caressing the skin. Of course, the blue-clad priestess then kind of ruins the effect by being significantly less beatific than one'd expect, scrambling to get out of the line of fire by, well, cowering behind someone. She doesn't go "ohgodsdon'thitme", but there's a distinct feeling she wants to.

GAME: Kiroth rolls 1d20+21: (17)+21: 38

GAME: Kiroth rolls 1d20+21: (20)+21: 41

GAME: Kiroth rolls perception: (17)+2: 19

Kiroth hears the kobolds cry out for what he assumes is to attack as the others in his party attack. He shifts his weight and he takes off towards the closest kobold and he charges right for him. He swings hard and he cuts the kobold in twain. "By the power of the Shining Knight I will defeat you this day!"

GAME: Aldean rolls perception: (19)+9: 28

You paged Aldean with 'You check out the walls, and you see several small murderholes in the walls above the corridor leading further in. You catch a flash of kobold eyes and the tip of a crossbow bolt popping out. At least 3 in there, maybe more.'

GAME: Aldean rolls ranged: (20)+8: 28 (THREAT)

GAME: Aldean rolls ranged: (15)+8: 23

GAME: Gareth rolls 1d20+3: (4)+3: 7

GAME: Aldean rolls fortitude: (12)+6: 18

GAME: Renfrey rolls fort: (9)+8: 17

GAME: Kiroth rolls fort: (4)+16: 20

GAME: Margaret rolls fort: (19)+8: 27

GAME: Gareth rolls 1d20+7: (15)+7: 22

GAME: Gareth rolls 1d20+7: (1)+7: 8 (EPIC FAIL)

GAME: Gareth rolls 1d20+7: (12)+7: 19

GAME: Gareth rolls 1d6+1: (3)+1: 4

GAME: Gareth rolls 1d6+1: (1)+1: 2

GAME: You damaged Aldean for 6 points. 53 remaining.

GAME: Aldean rolls fortitude: (19)+6: 25

GAME: Gareth rolls 1d20+5: (20)+5: 25

GAME: Gareth rolls 1d20+5: (9)+5: 14

GAME: Gareth rolls 1d20+5: (19)+5: 24

GAME: Gareth rolls 2d6+2: (4)+2: 6

GAME: Kiroth rolls reflex: (14)+11: 25

GAME: Gareth rolls 1d20+7: (16)+7: 23

As the kobolds shake off the shock of seeing their clutch-brother killed in the fraction of a second and another set alight with expert skill, they shake off the cobwebs and begin to react. The burning kobold falls to the floor of the tiny alcove and futilely attempts to bat the flames away, while his brothers unleash a volley of crossbow bolts at Aldean, two of them winging him in the limbs. Fortunately, his constitution is strong and he fights off the poison. Meanwhile, the kobolds in the midst of the paladin begin to flee, hurling alchemicals as they go.

A blast of sound comes off of one, leaving a ringing in your ears but no lasting damage. The kobold out of Kiroth's reach flees into the corridor afterward, while the other two back away, hurling bag and bottle at Kiroth, enveloping him in entangle goo an flame alike. Before the tanglefoot bag even starts to fully dry a bolt shatters on his platemail, indicating further attackers in the darkness further down the corridor.

GAME: Margaret rolls ranged+1: (16)+5+1: 22

GAME: Gareth rolls 1d20+3: (11)+3: 14

Well, two can play at tanglefoots! Tanglefeet. BAG! Margaret seems to have come at least somewhat prepared for hostiles, evidenced by her fishing a small cloth bag off her belt and hucking it in the general direction of one of the yappy little kobolds who were last seen beating a hasty retreat away from the mean ol' paladin. It hits with a splash! Icky, disgusting goo spills out and stiffens around the lizardy opponent. "Yes!" The blue-robed little Althean pumps a fist into the air in victory... and then immediately flushes slightly pink and covers her mouth, wide-eyed.

GAME: Kiroth rolls 1d20+18: (13)+18: 31

GAME: Kiroth rolls 1d8+13: (3)+13: 16

GAME: Kiroth rolls 1d20+11: (14)+11: 25

GAME: Kiroth rolls 1d8+13: (5)+13: 18

Kiroth manages to dodge most of the tanglebag gunk and the fire is annoying, but so are the kobolds. With deadly accuracy Kiroth steps up and quickly dispatches the two kobolds that are in front of him. He looks around for the others kobolds as the burning alchemist groop on his armor flickers as the fire continues to burn.

GAME: Aldean rolls bow+2: aliased to weapon6+2: (13)+9+2: 24

The language that comes from Aldean as one crossbow bolt buries itself in his thigh and another one leaves a crimson mark across the outside of his other bicep is something only a sailor could love. "Ware them bolt, they be tainted!" he snarls, but doesn't seem too much the worse for wear as he unslings the crossbow from his back and nocks an arrow from the quiver at his belt. He whistles a short, sharp sequence of notes, and the arrow top begins to glow a bright kelly green as he lets fly with a resounding *twang*. His aim is true and the arrow buries itself in the lizard-like creature, but it's not well-placed and the thing is still moving. "Damned rats," he swears again.

GAME: Gareth rolls 1d20+7: (4)+7: 11

GAME: Gareth rolls 1d20+7: (11)+7: 18

GAME: Gareth rolls 1d6+1: (3)+1: 4

GAME: Margaret rolls fort: (13)+8: 21

GAME: You damaged Margaret for 4 points. 36 remaining.

GAME: Gareth rolls 1d20-2: (15)+-2: 13

More crossbow bolts rain down, but one flies wide, slamming into the stone door to smash into flinders, another caught by Renfrey, and the third creases across the Althean priestess' arm but does the poison finds no purchase. Instead of another bolt flying down the corridor as the wounded defender disappears beyond the shadowed light of your spells and torches, another kobold is revealed at the edge of what appears to be a right turn in the corridor, barely illuminated by the freshly lit fuse sticking out of a brass cylinder which it hurls rather expertly into the antechamber, causing it to billow out grey smoke that envelopes Renfrey and Kiroth in it's concealing vapor. Almost immediately after the loud crash of metal on stone echoes in your ears from further down the hallway. Whatever it is, it probably isn't good.

Renfrey moves forward through the smoke, pulling an arrow back on his shortbow but glances up and immediately rolls back on his heels and backwards flips out of the coridor and slides around the corner. "Back! Its a murder tunnel. They will drop a portculus behind us if we go in it we go in!"

GAME: Margaret rolls 1d20+9: (14)+9: 23

GAME: Margaret rolls 1d8+2: (2)+2: 4

"Ow! Hey!" The blue-robed Althean seems to take the scratch from the crossbow bolt deeply personally. One hand clamped to her scratched arm, the tiny priestess proceeds to... wave the other hand in front of her to clear the air, and stomp up to the opening towards the corridor with an air of someone about to get all up in someone's business. Pausing there, Margaret briefly closes her eyes before snapping them open, pointing dramatically at the larger of the kobolds in the opening. "The Queen of the Heavens watches you," she says, voice quavering only slightly. "Repent! Or be smitten with her power!" Pause. "Smote? Smited?" Okay, the impressive effect is copmpletely ruined. Good going, Maggie.

Still, her words DO have an effect: in the air behind the kobolds, a shimmering beam of light spears down from... the ceiling... and coalesces into what is recogniseably Althea's very own weapon, the shining holy bill called the Soldier's Defense. It swings and bites deeply into the shoulder of the larger of the kobolds!

GAME: Kiroth casts Protection From Evil. Caster Level: 9 DC: 15

Kiroth casts protection from evil on himself as he moves up towards Renfrey and Margaret, "Murder hole huh? Any way we can get past it?"

GAME: Aldean casts Light. Caster Level: 8 DC: -85

GAME: Gareth rolls 1d6+3: (2)+3: 5

GAME: Gareth rolls 1d6+2: (6)+2: 8

GAME: You damaged Renfrey for 2 points. 65 remaining.

GAME: You damaged Kiroth for 5 points. 83 remaining.

GAME: You damaged Margaret for 8 points. 28 remaining.

GAME: You damaged Aldean for 3 points. 50 remaining.

GAME: Gareth rolls 1d4: (1): 1

GAME: Gareth rolls 1d4: (1): 1

GAME: Gareth rolls 1d4: (2): 2

GAME: Gareth rolls 1d4: (2): 2

GAME: Gareth rolls 1d20+10: (18)+10: 28

GAME: Gareth rolls 1d20+10: (2)+10: 12

GAME: Gareth rolls 1d20+10: (2)+10: 12

GAME: Gareth rolls 1d20+10: (4)+10: 14

GAME: Gareth rolls 1d20+10: (12)+10: 22

GAME: Gareth rolls 1d20+10: (12)+10: 22

GAME: Aldean rolls fortitude: (18)+6: 24

GAME: Gareth rolls 1d4: (4): 4

GAME: You damaged Aldean for 4 points. 46 remaining.

There is a small scrape and some fiendish draconic giggling. You feel the burn first, but then spot the then metal funnels spouting from 3 of the murderholes above you. Clear liquid pours down, sizzling and spattering as it eats away at flesh and ruins your nice adventuring clothing. Renfrey escapes all but a few spatters, same for Aldean, while Kiroth and Margaret take the brunt of the damage. "Where are your gods now?" asks Ceiling Kobold. There is some scrabbling and grunting up ahead as the pale green light is extinguished suddenly as a commanding yet shrill voice barks commands in common, the useless clink of spear attacking and defending against the divine wrath of Althea effectively overshadowing the sizzle in your ears.

Shortly after the barking kobold boss finishes, there is a sound of machinery whirring to life in the ceiling above you. Thwipthwipthwipthwiptangtangtang is the noise as darts begin to rain down upon all of you, though only Aldean manages to catch one in the back this time, the familiar sting of poison working it's way into his veins. But there there are two scraping noises behind you, stone on stone...and then heavy footsteps. That doesn't sound good.

GAME: Renfrey rolls disable device+4: (12)+27+4: 43

Renfrey takes a deep sigh and pulls out a dagger, starting to srape away at the loose stone along the tracks for the portcullis along the wall. "Stone gollum thingy, back of the wall. Also the darts are going to keep coming, avoid them." he says calmly to the others as he focuses on his task. With some prying and and twisitng he managers to move a stone in the wall out a little bit, ensuring the portcullis would stop well short of the floor should it fall.

GAME: Margaret rolls 3d6: (10): 10

GAME: You damaged Margaret for -10 points. 38 remaining.

GAME: You damaged Aldean for -10 points. 56 remaining.

GAME: You damaged Kiroth for -10 points. 93 remaining.

GAME: You damaged Renfrey for -10 points. 67 remaining.

GAME: Margaret rolls 1d20+9: (5)+9: 14

"Yeek!" Scrambling back until her shoulders hit the wall, Margaret looks appropriately horrified as the painful acid burns and sizzles and OH GODS MAKE IT STOP. So... well, she makes it stop. There's a flash of light from the diminutive redhead as her hands close over the holy symbol around her neck, and instantly a wave of warmth washes over her allies. Bleeding stops, skin mends, wounds knit together. It's altogether rather groovy. "Thank you," Margaret murmurs, eyes heavenwards, and sounds like she means it.

GAME: Gareth rolls 1d20: (13): 13

GAME: Aldean casts Hold Person. Caster Level: 8 DC: 17

Rather than answer in words, Aldean begins to sing, a deep, sepulchral melody with an edge like a looming storm behind the powerful baritone voice. It echoes off the stone, promising death at hand for any foolish enough to challenge him. Wrapped into the melody, though, is something else, and a few quick gestures with his free hand once he drops the bow between them, and suddenly the melody is double-voiced as if it has a ghostly harmony behind it. He ends the gesture and stabs a finger at one of the murderholes; although what happens isn't easy to see, he grins wickedy as if satisfied, though he does not drop teh music.

GAME: Gareth rolls 1d20+3: (16)+3: 19

GAME: Gareth rolls 1d20+3: (20)+3: 23

GAME: Gareth rolls 1d20+3: (16)+3: 19

GAME: Renfrey rolls fort: (1)+8: 9 (EPIC FAIL)

GAME: Margaret rolls fort: (18)+8: 26

GAME: Aldean rolls fortitude: (19)+6: 25

GAME: Aldean rolls fortitude: (8)+6: 14

GAME: Margaret rolls fort: (13)+8: 21

GAME: Renfrey rolls fort: (18)+8: 26

GAME: Gareth rolls 1d4: (1): 1

GAME: Gareth rolls 1d4: (3): 3

GAME: Gareth rolls 1d4: (2): 2

GAME: Gareth rolls 1d4: (4): 4

GAME: Gareth rolls 1d20+10: (17)+10: 27


GAME: Gareth rolls 1d20+10: (19)+10: 29

GAME: Gareth rolls 1d20+10: (18)+10: 28

GAME: Gareth rolls 1d20+10: (14)+10: 24

GAME: Gareth rolls 1d20+10: (6)+10: 16

GAME: Gareth rolls 1d20+10: (16)+10: 26

GAME: Gareth rolls 1d20+10: (4)+10: 14

GAME: Gareth rolls 1d20+10: (10)+10: 20

GAME: Gareth rolls 1d20+10: (17)+10: 27

GAME: Gareth rolls 1d20+10: (16)+10: 26

GAME: Gareth rolls 1d4: (1): 1

GAME: Aldean rolls fortitude: (17)+6: 23


GAME: Gareth rolls 2d4: (8): 8

GAME: Margaret rolls fort: (18)+8: 26

GAME: Margaret rolls fort: (10)+8: 18

GAME: Gareth rolls 2d4: (7): 7

GAME: Gareth rolls 1d4: (2): 2

GAME: Renfrey rolls fort: (3)+8: 11

GAME: You damaged Aldean for 1 points. 55 remaining.

GAME: You damaged Kiroth for 8 points. 85 remaining.

GAME: You damaged Margaret for 7 points. 31 remaining.

GAME: You damaged Renfrey for 2 points. 65 remaining.

GAME: You damaged Renfrey's Constitution for 1 points. 1 total damage.

GAME: Kiroth rolls 1d20+18: (4)+18: 22

GAME: Gareth rolls 3d6: (12): 12

GAME: Kiroth rolls 1d8+1d8+13: (8)+(6)+13: 27

GAME: Gareth rolls 1d20+8: (10)+8: 18

GAME: Gareth rolls 1d100: (78): 78

GAME: Gareth rolls 1d20+8: (2)+8: 10

Faced with a stiffened ally and a spellcaster, the two remaining kobolds, shaken by the cacophanic song below them rely on what meager training their superior has given them and push two thunderstones out of the murderholes with awkward flinging motions. One falls flat, but the other sails through. Twin booms rock kobold and adventurer alike but it's Renfrey and Aldean that are left without hearing for now. Meanwhile, darts continue to fly madly through the room, piercing everyone this time.

Two stone dwarves, apparently stepped out one of the bas reliefs show up, hammer and axe wielded respectively. One is smashed terribly by Kiroth's sword before it fails to penetrate the paladin's armor, while the other swings wide, cutting a divot in the very walls from which it sprang. Darts ring across their stone skin as well, bouncing off effortlessly and clanking to the floor.

GAME: Renfrey rolls acrobatics: (1)+21: 22 (EPIC FAIL)

GAME: Renfrey rolls melee+1+2: (12)+6+1+2: 21

GAME: Renfrey rolls 1d4+1+5d6: (2)+1+(13): 16

GAME: Gareth rolls 3d6: (16): 16

Renfrey franticaly looks around for some kind of mechanism thats powering the darts but not finding any he dives for the nearest stonedwarf, landing in a rolling tumble that lands him with a thud behind the statue. Despite the clumsy landing he turns with his arm outstreched to plant the dagger into its torse, bending the hell out of it but still taking a chunk of stone out.

GAME: Margaret casts Shatter. Caster Level: 6 DC: 16

GAME: Margaret rolls 1d20+9: (2)+9: 11

GAME: Gareth rolls 1d20+1: (7)+1: 8

"Whup--" Margaret ducks, barely, under the lumbering swing of the stone dwarf's axe. Oddly enough, she no longer looks as terrified as she has been up until now -- perhaps the sheer adrenaline of the battle is starting to do its work. Regardless, on coming up from the dodge, she flings a small chip of something white and porous-looking in the statue's direction, which breaks apart in mid-flight. She resists, barely, going, "Pocket sand!" as she does so. Instead, she intones a brief prayer to Althea -- and the effect is a ringing sound that seems to emanate from the axe, increasing in pitch until it's almost painful. And then -- *BANG*. The weapon flies apart as if blown up from within.

Meanwhile, off in the room beyond the corridor, Althea's holy weapon is very effectively hacking great big holes in the air.

GAME: Gareth rolls 1d20: (20): 20

GAME: Gareth rolls 1d100: (73): 73

GAME: Gareth rolls 1d100: (54): 54

GAME: Gareth rolls 1d100: (57): 57

GAME: Gareth rolls 1d20+7: (19)+7: 26

GAME: Gareth rolls 1d20+7: (1)+7: 8 (EPIC FAIL)

GAME: Gareth rolls 1d20+7: (14)+7: 21

GAME: Gareth rolls 1d20+7: (15)+7: 22

GAME: Renfrey rolls fort: (10)+8: 18

GAME: Margaret rolls fort: (5)+8: 13

GAME: Gareth rolls 2d6+2: (5)+2: 7

GAME: You damaged Margaret for 7 points. 24 remaining.

GAME: You damaged Margaret's Constitution for 1 points. 1 total damage.

GAME: Gareth rolls 1d4: (1): 1

GAME: Gareth rolls 1d4: (1): 1

GAME: Gareth rolls 1d4: (1): 1

GAME: Gareth rolls 1d4: (2): 2

GAME: Gareth rolls 1d20+10: (7)+10: 17

GAME: Gareth rolls 1d20+10: (5)+10: 15

GAME: Gareth rolls 1d20+10: (16)+10: 26

GAME: Gareth rolls 1d20+10: (9)+10: 19

GAME: Gareth rolls 1d20+10: (14)+10: 24

GAME: Gareth rolls 1d4: (4): 4

GAME: Gareth rolls 1d4: (1): 1

GAME: Aldean rolls fortitude: (20)+6: 26 (CRITICAL SUCCESS)

GAME: You damaged Aldean for 4 points. 51 remaining.

GAME: You damaged Margaret for 1 points. 23 remaining.

GAME: Gareth rolls 1d20+8: (20)+8: 28

GAME: Gareth rolls 1d20+8: (19)+8: 27

GAME: Gareth rolls 1d20+7: (7)+7: 14

GAME: Gareth rolls 3d8+12: (12)+12: 24

GAME: You damaged Kiroth for 24 points. 61 remaining.

With their brother shaking off the effects of Aldeans paralytic spell, the murderhole kobolds rally and fire down bolts into the battle-swirled smoke. One bolt smashes against Kiroth's armor, while two plunge shallowly into Margaret's back, stopped in hitting deeper by her armor. The hail of darts continues, but seems to be winding down...it has to round out of ammo at some point right? Still, a few more party members taste the bite of the darts and the poison they carry, but valiantly carry on.

The two stone constructs continue their fight, even though one is barely standing. It's jerky, uneasy movements make it unpredictable, which is just enough to catch the Paladin off guard, smashing him across the head with the hammer and putting a dent in his helmet and quite possibly a crack in his skull. The other stone dwarf, deprived of his weapon, makes a clumsy fist and swings it the priestess, doing nothing but swirling smoke wildly. Further down the corridor, the kobold lieutenant tries his best not to get skewered by the divine weapon while he barks at his soldiers.

Kiroth holds his sword above his head as its starts to glow, "Shining Knight infuse my blade with your righteous might." His sword lights up like a torch with pure white light.

GAME: Gareth rolls 1d100: (73): 73

GAME: Gareth rolls 1d100: (15): 15

GAME: Aldean casts Haste. Caster Level: 8 DC: 18

The sound of thunder ringing in his ears, Aldean can't hear anything -- including himself! This isn't the first time he's been deafened by the crack of thunder and had to keep his time anyway, but it's the first time he's tried to touch the Hymn that way. Still, the same rules apply! The sepulchral melody he's been singing to throw the kobolds off continues unabated, and even changes little, still on pitch if acquiring that curious ghostly harmony. It's when he tries to add a spell to it, though, that something goes awry. Power begins to build as he makes gestures, but the melody slides off, and it dissipates harmlessly. He shakes his head in frustration.

GAME: Renfrey rolls finesse+1+2: (19)+12+1+2: 34

GAME: Renfrey rolls finesse+1+2: (3)+12+1+2: 18

GAME: Renfrey rolls 2d4+2+5d6: (5)+2+(21): 28

GAME: Gareth rolls 3d6: (6): 6

Renfrey drops his broken dagger and flips another into his hand from down his sleeve, striking the metal at the back of the head of the golum and prying to pop its head right off. "One down..." he says with a grin.

GAME: Kiroth rolls 4d6: (14): 14

GAME: You damaged Kiroth for -14 points. 89 remaining.

Kiroth holds his sword above his head as its starts to glow, "Shining Knight infuse my blade with your righteous might." His sword lights up like a torch with pure white light.

GAME: Margaret rolls 3d6: (14): 14

GAME: You damaged Margaret for -14 points. 37 remaining.

GAME: You damaged Kiroth for -14 points. 75 remaining.

GAME: Margaret rolls 1d20+9: (13)+9: 22

GAME: You damaged Aldean for -14 points. 60 remaining.

GAME: You damaged Renfrey for -14 points. 67 remaining.

Bobbing and weaving like a bare-knuckle boxer - okay, a terrifically POOR bare-knuckle boxer - Margaret avoids the slow swings of the statue thing's fists. "Little help here!" she pants, finding enough respite from the assault between swings to send out another of those wonderfully warm pulses of light that mends hurts with the grace of her goddess. The diminutive priestess sends a heartfelt thanks heavenwards.

GAME: Gareth rolls 1d100: (70): 70

GAME: Gareth rolls 1d100: (59): 59

GAME: Gareth rolls 1d100: (72): 72

GAME: Gareth rolls 1d20+7-2: (4)+7+-2: 9

GAME: Gareth rolls 1d20+7-2: (7)+7+-2: 12

GAME: Gareth rolls 1d20+7-2: (16)+7+-2: 21

GAME: Gareth rolls 1d6+1: (3)+1: 4

GAME: You damaged Margaret for 4 points. 33 remaining.

GAME: Margaret rolls fort: (17)+8: 25

GAME: Gareth rolls 1d100: (83): 83

GAME: Gareth rolls 1d20+7: (14)+7: 21

GAME: Gareth rolls 1d4+4: (3)+4: 7

GAME: You damaged Margaret for 7 points. 26 remaining.


With the glowing warmth of Althean healing radiating from Margaret, the kobolds have a target. Their bolts mostly fail, though one catches the priestess across the shoulder and there is a pitter patter of feet, easily heard now that the constant firing of darts clinking against the floor and armor has come to a stop. The priestess recieves another smack in the gut from the unarmed stone warrior, but she stands tough against the poison coursing through her veins.

GAME: Kiroth rolls 1d20+14+4+1+1-3: (9)+14+4+1+1+-3: 26

GAME: Kiroth rolls 1d20+14+4+1+1-3-5: (13)+14+4+1+1+-3+-5: 25

GAME: Gareth rolls 3d6: (10): 10

GAME: Gareth rolls 3d6: (10): 10

GAME: Kiroth rolls 1d8+5+6+4: (5)+5+6+4: 20

GAME: Kiroth rolls 1d8+5+6+4: (1)+5+6+4: 16

Kiroth sees that Margaret is in trouble after Renfrey takes care of the stone dwarf that's on him. He steps towards the stone dwarf and slashes twice with his glowing sword. The sword cuts longs slashes in the stone dwarf and causes it to crumble. He moves over to put himself between Margaret and the kobolds, "Just stay behind me."


GAME: Gareth rolls 1d100: (11): 11

GAME: Gareth rolls 1d100: (38): 38

GAME: Gareth rolls 1d100: (36): 36

GAME: Aldean casts Haste. Caster Level: 8 DC: 18

Uncharacteristically, Aldean appears to be struggling to hold pitch on the sepulchral dirge he's been singing, and finally it veers off and fades altogether. Shaking his head with a black scowl, the bard tries again, this time with an effect he knows much better! This seems to have a much better effect, because the stentorian call to arms he chooses is solid as a rock and clean on pitch, filling allies with courage and strength. He makes the same set of gestures again, grinning and his confidence growing as the Hymn's power takes hold. This time, the added spell, ghostly harmonies and all, takes flight, and the allies around him are sped up as well as a kelly green light sheathes them for a minute with warmth and then is gone. It definitely sounds different, but he's managing ... somehow.

GAME: Renfrey rolls finesse+1+2: (7)+12+1+2: 22

GAME: Renfrey rolls 1d4+1+5d6: (3)+1+(13): 17

Renfrey stalks over behind the other golum and strikes for the same location where the head meets the back of the thing and pops its head off just the same as he did with the other. "Well they wheren't very headstrong."

"Oof!" Margaret staggers back from the impact of the stone dwarf's fist slammed into her stomach. She was distracted from dodging, that time, from the fact that there's currently a crossbow bolt sticking out of her shoulder. The frail-looking little priestess is starting to get a decidedly pale cast around the edges -- but then the thing crumbles, and there's the pitter-patter of running kobold feet. She leans against the wall for a moment, catching her breath, and then grates out, "Mother's mercy, this had better be worth it." Her free hand once more goes to her medallion, sending yet another pulse of healing light throughout the room; hey, at least this time it's not going to get her shot at, right? The bolt is left alone; other people will be better able to help dig it out.


Once the smoke clears (literally), wounds are bound and traps are sprung. Most notably a rather nasty spiked pit trap right in front of the second porticullous. Once it is jammed shut by the expert hands of Renfrey, forcing it open is easy enough. After climbing through, a control panel is found nearby, with each lever labeled in Khazad.

A slow and methodical search then begins, wary of both ambushes and traps, but you turn up neither. The stronghold looks like it could have held 50 warriors, complete with a small sauna and a mess hall. Extensive workshops, forges, and alchemical labs are found, as well as a stockpile that the fleeing kobolds barely made a dent in. A large elevator leads straight down almost 100 feet, which is presumably where the scaley little monsters escaped too. Perhaps an avenue to explore another day. But for now, victory is at hand.