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Chilingsworth
2013-11-02, 09:21 AM
OOC (http://www.giantitp.com/forums/showthread.php?t=312264#post16340815)

After the quake, much is in disarray.

Tents are knocked down, and animals, humanoids, and others are disquieted.

I wasn't sure what creature types and races were present, hence the "others." Also, so far I've mostly avoided the "everyone meets in a tavern" cliché. :smallamused:

rweird
2013-11-02, 09:30 AM
I assume the earthquake's damage is fluffy.

Knowledge (Nature) on cause of the Earthquake: [roll0]

"Everyone, stay calm!" Therrik calls, as he makes his way back to the camp to restore order.

How far does this earthquake reach (my ruler wouldn't know IC yet, though I'd like to know if other parts of my nation feel it), also, would any other nation?

Chilingsworth
2013-11-02, 09:38 AM
The quake wasn't particularly large. It is unlikely to be felt more than one hex away from its epicenter.

As for causes... Most likely, either the opening of a sinkhole (or other subterranean collapse), or something (such as magma) rising to the surface

ooc: had to think about that, since I doubt this world has plate tectonics, being flat and all... :smallwink:

drack
2013-11-02, 11:59 AM
Several tents collapse as the man in green robes returns to the gathering. "Is that a giant spider, or a mighty worm? My people think it sounds more akin to a spider, though they wouldn't imagine one out here..."

rweird
2013-11-02, 04:38 PM
"An earthquake I think... Probably a sinkhole or other collapse, perhaps volcanic activity. A natural phenomenon, not one caused by a creature... probably."

drack
2013-11-02, 04:41 PM
The man gives you a funny look. "Perhaps if you had more hunts, more giant spiders and worms would come..." Shrugging he dismisses the issue, continuing to orchestrate the setup of the tents.

rweird
2013-11-02, 04:53 PM
Therrik wonders about these strange people and strange customs, and why they think giant worms and spiders are a good thing, though he doesn't show it.

Chilingsworth
2013-11-02, 07:37 PM
ooc:
Are any of you carrying metals (including coins or jewelry) or gems?

drack
2013-11-02, 07:41 PM
Hobgoblin unit has metal weapons/armor.

rweird
2013-11-02, 08:34 PM
I wouldn't imagine it'd be obvious, but I'd have some coins, and in the camp, there would be metal. My Sceptre probably would be made of metal or have jewels too, and various people would be wearing elven chain.

Shamanu
2013-11-03, 04:59 AM
Abbi stands back up after the shock of the quake "is everyone ok" she asks to no one in particular.

OoC - Abbi is wearing a chain shirt and has coins/weapons with metal as components.

drack
2013-11-03, 06:34 PM
"Fine over here." Comes the call from the level 1 encampments, followed by complaints about having to re-erect camp. :smalltongue:

Chilingsworth
2013-11-03, 08:42 PM
So, how long do you spend taking stock and repairing damage?

drack
2013-11-03, 08:45 PM
Mayhaps 1 hour before people decide to see what the loud cracking sound was. :smalltongue:

Chilingsworth
2013-11-03, 09:03 PM
Ok, nothing happens during that hour. Which direction do you explore in?

drack
2013-11-03, 09:16 PM
OOC:All of them! :smallamused:

"All right you golden haired maggots! Split into groups of four with a mage in each group, listen carefully to them and follow orders. You see an obscuring mist hovering low continue searching but turn back soon, you see one high, you better darned well be on this spot immediatly or I'll feed your flesh to the dogs, do I make myself understood?!"

"Sir yes sir"
"Alright, break off then, I want three groups for every compass direction, and I want them out there now."

(I'll RP em if they hit something)

Chilingsworth
2013-11-03, 09:28 PM
The group you send east is the first to encounter something.

A brownish-green, clawed arm strikes out at whichever member has the most precious metal and gems (or most metal if none of them have any.)

Surprise round:

Monster attack:
[roll0] damage: [roll1]
crit (threat 20) [roll2] damage: [roll3]

Monster initiative roll: [roll4]

drack
2013-11-03, 09:50 PM
That'd be a heavy clunker in metal with a shiny metal sword with metal tipped ranged weapons, and metal bits on their boots and armor. :smalltongue: (unless spell component pouch outweighs that...)

Dodging easily to the side the hob goblin backs away instructing his peers to. "Who goes there?" he asks, his voice firm bespeaking the rigorous months of training that was all too evident by his physique.

[roll0]
[roll1]

Chilingsworth
2013-11-03, 10:05 PM
Want... metal, now! Tasty tasty metal!

A three-armed... frog-like thing rises out of the ground, 10 feet away from your group.


It's a Minor Xorn.

drack
2013-11-03, 10:17 PM
drat, untrained knowledge is capped at 10 :smalltongue:
The two hob goblins begin backing up (30' move away), crossbows instantly appearing in their hands, firing bolts at the frog thing almost before they're even off the hob goblin's backs.

[roll0] for [roll1] piercing damage for potential criticals [roll2]
[roll3] for [roll4] piercing damage for potential criticals [roll5]

Chilingsworth
2013-11-03, 11:23 PM
One of the bolts thuds off the creature's hide. The other hits and penetrates, but the wound instantly heals, causing the bolt to fall out.
The creature picks up the fallen bolts and bites their heads off, discarding the wooden shafts.

Tasty metal... thank you, yum!

More!!

Shamanu
2013-11-04, 03:00 AM
As any of the champions been sent anywhere?
If so where was Abbi sent.

Chilingsworth
2013-11-04, 03:06 AM
As any of the champions been sent anywhere?
If so where was Abbi sent.

I have no idea, no character under my control gave the orders. :smalltongue:

drack
2013-11-04, 06:09 AM
If that wasn't common, casting comprehend languages, either way, the mage replies. No. We've given you some, though we can only give so much. Fortunately there's a nearby nation with a hospitable leader. Are there more of you around?"

wow, you got the idea. :smalltongue:

rweird
2013-11-04, 06:33 AM
Therrik turns to young man. "Could ask Casillyranon to look around for any disturbances around here?" He nods, and goes off towards the camp. After a few minutes, a yellowish winged shape could be seen taking off from the camp.

Chillingsworth:
Casillyranon is a young adult copper dragon. She'll fly around the hex and see what there is to see (spot and listen +23).

Chilingsworth
2013-11-04, 09:45 AM
drack, make a diplomacy check.
And they were speaking common.

Your dragon sees four cracks in the ground, each about four miles from your current position, one roughly at each cardinal compass point. The north crack seems to be belching smoke. The south crack seems to be surrounded by mud. The west crack has a howling sound coming from it. There's nothing especially noteworthy about the east crack.

drack
2013-11-04, 09:55 AM
[roll0]
[roll1]
[roll2]

Chilingsworth
2013-11-04, 10:44 AM
Ok, we wont take your metals from you, now.

the creature stomps three times, once with each leg.

A creature that could be its twin pops out of the ground, on the other side of you from the first creature.

We're Soo... hungry, soo long since we get to eat! Please, give us metal, gems, anything!

drack
2013-11-04, 12:28 PM
"Um... Sir..." The hobgoblin begins anxiously, clearly doubting the wisdom of the plan.
Still the mage was hearing none of it. "That's an order, or do I need to go through the Lieutenent Corporal and get Hoffgoff down on your ass? I thought not. Rolff, take these fine gentlemen to the camp, and see if our host can't rustle up some scraps for these fine people."
Turning back to the toad things that he had concluded must be clockwork horrors, a sort of magical contraption that ate metal and was incessantly hungry, the mage continues. "Now, I know you're hungry, so I'll be quick. There is an encampment of people that way, (he pointss towards the encampment) ask for a man known as Lieutenent Corporal to direct you to the village people, he'll like like this guy. (He points to the hob goblin beside him.) The people there however don't seem to have much metal, so I'd advise you to then continue north until you come to a grove of trees which belong to a nation called 'The Darkened Grove' from which I myself originate. Unlike most nations the Grove doesn't actually need most of our metals and gems since we only use them in magical rights, perfecting to trade labor with one another and survives. Once you are there you may eat to your heart's content. I must ask though before you go, are there more of your people in the area? If so I'd like your assistance in gathering them to pass on the word."

/shameless nation plug. :smalltongue:

Chilingsworth
2013-11-04, 02:00 PM
There are some more of us. That way. *points east*
We were trapped in cavern. Full of gems, but we can't eat. Make us sick.
There are... three threes of three like us. Three elders, and one High Old One. If you promise help, we could take you to them?

But there are others, in other caverns. Ours was connected to theirs, but they don't let us through. Ones like you, but always on fire. Some of them crazy. Others had metal, but killed any of us that tried to get it. Then there are little creatures that fly and throw water around. They annoying, but didn't hurt us.

drack
2013-11-04, 02:23 PM
Vary well. If you'll wait a moment we'll gather a larger force, bringing some food with us. Turning to the hob goblins he frowns. "This is over our heads, one of you head back to command and have Hoffgoff handle this with a squad of men, they should be able to escort the clockwork horrors to the camp, and perhaps the'll have to give up a few sworde to keep the poor creatures fed-"
"But-!"
"Do you want to be responsable for the death of a community of youths and elders?"
"No sir..."
Reluctantly one of the hob goblins unsheathes his sword and tosses it to the feet of the clockwork horrors. "This should keep you alive a time, we'll do what we can for you."
Also notify the Lieutenant Corporal Abbi ad the Vilage chief. We can probably handle this community, but this talk of water throwers, fliers, and flaming people has me a bit on edge.

At this the now sword-less hob goblin draws his shield and marches back to camp to inform the others.

rweird
2013-11-04, 03:59 PM
OoC: Why do you refer to them as Clockwork Horrors?

Chilingsworth:
The dragon will fly over the cracks in turn to see if she can see anything in them, before returning to report.

Chilingsworth
2013-11-04, 08:40 PM
She can't see any creatures in anyone of the holes, but her blindsense and darkvision tell her that the North cavern has a 40ft drop before leveling out, the East cavern has a 60ft drop, the South cavern has a 50ft drop, and the West Cavern has a 80ft drop.

Also, en route, she sees the patrols, including the one negotiating with the creatures. (if she has knowledge (planes) she can attempt to identify them, she can also give you a description sufficient for you or anyone with you to attempt identification with a -2 penalty.)

Ooc: my bad. :smallredface:

rweird
2013-11-04, 09:08 PM
OoC: Its rweird, not reweird.

IC: I don't have knowledge the planes, she'll return and see what the Grove people are doing in response to the contact.

drack
2013-11-04, 09:16 PM
(after dragon and hob-gob report)
The Lieutenant Corporal looks amazed at the idea of so much happening at once. "All right, if all these things are bubbling up at once I think the most prudent choice would be to send people to deal with them while we investigate what it is that's driving them from the ground. You said the largest was to the west? Lets start there with Abbi, myself, and a few of my staff. Hoffgoff, you take twenty five of your men to the east to help these clockwork horrors that I've heard so much about. I'll send an additional five teams to the north and south, perhaps you'd like to send your own people as well?" He asks the chief of the nomads

Chilingsworth
2013-11-04, 09:25 PM
OOC: if you mean the one the creatures came out of, that's to the East.

rweird
2013-11-05, 07:26 AM
"I don't have as large a staff to explore, though it appears there isn't anything coming out of them, so we don't have to rush. Thank you for your time Casillyranon." The dragon flies off. "Would you like my people to accompany yours?"

drack
2013-11-05, 07:36 AM
A larger extraction force never hurts, though I meant whether or not you wished to take the north or south with your own forces. It would seem rude to make first contact with beings on your lands without even offering your people the honor.

rweird
2013-11-05, 05:44 PM
"We'll explore to the west with you and send someone north. The cracks seem the same size.* I'll send a few people to the south to keep watch, to make sure nothing goes further into our lands without our consent."

*Assuming they are, no reference given.

drack
2013-11-05, 06:13 PM
Vary well, see who finds something first, and have then report. The Lieutenant Corporal has light cast on three bolts, and them shot into the air the hob-goblins to continue exploring.

guess chiling says what who finds when then. :smalltongue:

Chilingsworth
2013-11-05, 07:07 PM
The team reaches the crack without incident. However, the smoke limits visibility at ground level (treat as shadowy illumination) Also, they feel a great amount of heat coming from the crevice. (no damage, but would be a heat hazard if they stayed in it too long.) Both these conditions exist within 50ft of the crevice.

The team reaches the crack without incident. The area (out to 40ft around the crevice) is covered in thick, sandy mud. (difficult terrain) Also, the cause is obvious to the explorers: freshwater springs are spouting around the crack in the earth. Given time, these could form the head waters of a small river, but for now they are merely saturating the land.

The group of "clockwork horrors"
(when you call them that, they correct you, saying they're Xorns and answer any questions you have about them.) consists of 27 minor xorns, 3 average xorns, and one elder xorn. Keeping them happy will cost 40 gp worth of metal per day (in coins) plus a like amount of base metals But in return, they're willing to assist you for the time being, and might be willing to join you permenantly (but you'd have to pay an appropriate amount of RPs in upkeep.)

Western Team:

You reach the chasm, winds howl at you, making flying within 30' of the opening dangerous, and negatively impacting your ability to hear.

The hole is roughly 30' by 10' wide. It descends further than you can see by daylight. As you know from the dragon's report, it is 80' deep.

drack
2013-11-05, 07:31 PM
Assuming these are my teams, not the yet to be announced teams rweird is sending. :smalltongue:

north
The hob-goblins lead the way down, moistening pieces of cloth which they wrap about their faces to keep from constant risk of suffocation. The arcanist follows similarly.

south

The team will quickly walk around it looking for anything that catches their eye before wadding into it.

east

They express shock and amazement that they weren't clockwork horrors, asking all manner of questions about how they then eat metal and where they come from.

I figured I would. :smalltongue: the 25 hob goblins that arrive offer up their swords (that's 390gp worth so far). If it's uneventful they'll be returned to the camp and given another 25 swords plus whatever scraps rweird has for them and instructed on how to find the grove, going deep into the forests without engaging anything. the earth glide should make this easy. Mind you that isn't even one full unit, so there wouldn't really be any FoB upkeep on them, like with the droplets. :smalltongue:




West:
The Lieutenant Corporal has six of the hob goblins join himself and two other anarchists on the expedition. two of the hob goblins hanging behind just in case, two taking up the rear, one who jumps to open any door that the great Abbi so much as looks at, and another who has decided that he wishes to dedicate his life to protecting the national hero. :smalltongue:

Chilingsworth
2013-11-05, 07:36 PM
None of the cracks have doors. None of them have stairs. You'll need rope or other climbing gear to get in. (thought this was implied in "cracks in the earth," guess not. :smalltongue:)

rweird
2013-11-05, 07:45 PM
What time of day is it (In a desert, at midday the sun should reach all the way down).

Chilling: Cohort is going to the west, I'm sending dragons south to just fly around above and keep me updated if anything changes. Subordinate is going North. No-one is going east for me (unless drack would like me to make up some mook to send, or I could go in person).

How exactly does Summon Monster work with Dreamscape Conjuring exactly? They stay permanently?

drack
2013-11-05, 07:50 PM
Why does nobody use the lovely OOC for OOC stuff? :smallfrown:
:smalltongue:

None of the cracks have doors. None of them have stairs. You'll need rope or other climbing gear to get in. (thought this was implied in "cracks in the earth," guess not. :smalltongue:)
Yes, it's a mannerism, not an action. Abbi is the highest ranking grove member, westward team will follow his lead. :smalltongue:

As for the others, earth glide solves climbing gear, mud crack is described as mud, so wadding in seems logical, north, hobs can climb, climbing gear just makes it easier. One of them will carry the mage since he's plenty light enough to make it not be much harder. Assuming hand holds, they should be able to take 10 and do it without difficulty.

Chilingsworth
2013-11-05, 08:06 PM
West Cave Map (I'll reveal more as you explore.) (https://docs.google.com/spreadsheet/ccc?key=0Ah0oyw_bj5igdERSUHhzcnV4ekk4azhHYml5ZTd2U mc#gid=0)

So, how many people are you sending down?

rweird
2013-11-05, 08:12 PM
OoC: I prefer to post only once when I can help it, if it is related to IC, and I'm posting IC anyways, I'd do it there.

West: The one accompanying you casts summon monster III, summoning a Celestial Hippogriff (auto-pass check), and asks him to carry into and out of the crack.

Diplomancy: [roll0]

drack
2013-11-05, 08:15 PM
OOC:

Yes, but none of it's floofy, it's all stuff that could easily go in spoiler or OOC :smalltongue:

(Not that last one though.)

Also offering hippogriff anything like chunk of salted meat for services rendered? :smalltongue:

Chilingsworth
2013-11-05, 08:20 PM
The hippogriff is willing to aid you, for the price of five apples.

rweird
2013-11-05, 08:23 PM
We'll pay it (have it go back to camp or something, I assume we'd have apples somewhere). My hero will go to H6, hippogriff will stay at the top. We'll feed it in exchange for further services.

OoC:
I suppose. Was kind of rushed when I posted it.

Chilingsworth
2013-11-05, 11:22 PM
Is there anyone in the party that lacks darkvision? If so, what are you doing for light?

Those with darkvision (I'm assuming 60' range) see a passage extending to the south, with one passage branching off each to the east and west.

Shamanu
2013-11-06, 03:18 AM
The great form of Abbi moves into the opening and can see the the two passages "does anyone have a preference for going right or left". For the first time anyone close enough will see she has a strange little creature that looks like it is made from crystals, it sits on her shoulder.

drack
2013-11-06, 06:35 AM
The Lieutenant Corporal seems to be content to have his men follow Abbi's decision on the matter.

rweird
2013-11-06, 06:51 AM
"I'd think forwards, venturing down side passages when they come up, so left, then right."

Chilingsworth
2013-11-06, 06:54 AM
Two small flaming humanoids emerge from the cave.

Western Cave:

Make spot and listen checks. :smallamused:

drack
2013-11-06, 07:03 AM
northern

the arcanist casts comprehend language, and begins greeting them.
Spot[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
listen

[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
:smallsigh: so... many... rolls. :smalltongue:

Chilingsworth
2013-11-06, 07:10 AM
Northern map (https://docs.google.com/spreadsheet/ccc?key=0Ah0oyw_bj5igdGkwWnJEeEJrQU1lbDhvZ3c4bW5uS Xc#gid=0)

Your arcanist casts comprehend languages. This allows you to understand what the creatures are saying, and to recognize their language as Ignan.

Oh, burnable things at last! It's been... forever since we've had anything burnable to play with! Let us... warm you up!
*cackling*

They seem unable to understand your common.

Western:

You hear something approaching you, from very nearby

You see two roughly humanoid creatures, with long rubbery arms, on the ceiling 10' above you.

drack
2013-11-06, 07:22 AM
northThe arcanist instructs the hobgoblins to get in front of him tower shields raised if the creatures attack. Meanwhile he shakes his head vigorously holding his hand out to signal "stop", and holding his hand in front of his mouth, moving it away to signal "talk". He then taps his ears and nods knowingly.

One of the arcanist shivers visibly. "I... I think I hear something coming." he says after a few seconds of silence pass.

rweird
2013-11-06, 07:26 AM
West

Golhad peers into the gloom, trying to stay focused on the matter at hand.
Spot: [roll0]
Listen: [roll1]

North

"Is there any way for me to understand them?"

Chilingsworth
2013-11-06, 07:28 AM
The creatures stop 25' away.

Why don't you talk so normal people can understand, our little tinderboxes?

drack
2013-11-06, 07:31 AM
north"No, I only had one casting" The mage says as way of example to the fire creatures before lowering his head solemnly and shaking it.

Chilingsworth
2013-11-06, 08:06 AM
I can't understand a word they're saying, can you Coke?

No, I can't Ash.

Pity, I'd like to know what they're screaming out while they burn.

Yes it is a pity, would you like to play first?

No, feel free, you're the older brother.

Bah, only by a few seconds, go on, enjoy yourself.

The two things argue over which will get to BBQ you first.

drack
2013-11-06, 09:07 AM
North

The hob-goblins pound their shields with sais before attempting drow sign language and goblin. The anarchist meanwhile attempts undercommon. If these fail the arcanist goes through the motions of creating water over their heads without releasing the arcane energies, demonstrating the powerful magics he knows to any with the aptitude in spellcraft to recognize the motion. (DC15)

Shamanu
2013-11-06, 11:35 AM
West

Abbi's Checks
Spot
[roll0]

Listen
[roll1]

Chilingsworth
2013-11-06, 05:18 PM
Bah! not understanding these tinder boxes wont do, get whirlwind, will you? She might be able to understand them.

One of the creatures runs off, only to return several minutes later with a small winged woman who seems to be composed partially of fire.
she speaks in common:
Well, what have we here?
(she tells the other creatures what she says.)

drack
2013-11-06, 05:22 PM
North"Someone who doesn't speak your tongue." The arcanist replies.

Chilingsworth
2013-11-06, 05:24 PM
West:

Noone sees the creatures, move up, so they get a surprise round!

From out of the tunnel entrance, two rubbery tentacles reach out for the necks of members of your team!

Flat-footed attack on the hobgoblin across from monster 2:
[roll0] damage: [roll1]
crit: [roll2] damage: [roll3]

if it hits, it attempts to strangle the hobgoblin!
grapple check:
[roll4]

Flat-footed attack on Abbi:
[roll5] damage: [roll6]
crit: [roll7] damage: [roll8]

if it hits, it attempts to strangle Abbi!
grapple check:
[roll9]

Initiative: [roll10]

Chilingsworth
2013-11-06, 05:42 PM
Ah, no wonder Coke came to get me. These two like understanding things before they burn them. Really scholars they are. She seems to have something of a sarcastic tone when she speaks to you that she lacks when she translates herself for her fellows.

rweird
2013-11-06, 07:46 PM
West

Initiative: [roll0]

Knowledge (Any) on what it is: [roll1]

North Off to find the Name!

The druid waits, seeing that the others seem to understand each other, but until she can understand more, decides just to watch.

drack
2013-11-06, 09:38 PM
North

The arcanist shrugs "Happens to the best of us, so what brings you topside?

West
initiative
Lieutenant Corporal [roll0]
arcanist [roll1]
[roll2]
hobs [roll3]
[roll4]
[roll5]
[roll6]

Chilingsworth
2013-11-06, 09:59 PM
Well, Coke and Ash here just want to burn things. It's been Soo long since we've had any burnables around. All this place produces is fungus, gems, and ore. None of which light easily. I think they're sick of being used as impromptu forge fires by the azer, too. Do you have anything they can burn? She repeats herself in Ignan for the others' benefit, then continues in Common: Honestly, they can be such children! All they want to do is burn stuff and play in the ashes! (she doesn't translate this, but the others don't seem to notice, too happy at the prospect of getting to burn something.)

West:

Initiatives: (Unless you really want individual initiatives drack, I'd like to just group your like minions together.)

19: Monsters
17: Golhad
16: Hobgoblins
15: Arcanists
14 Abbi
4: Lieutenant Corporal

Still waiting on: Abbi.

The creatures are chokers (http://www.d20srd.org/srd/monsters/choker.htm), but they seem different from normal ones. I'll need a second knowledge check to tell you how.
They're Air Element (http://www.realmshelps.net/monsters/templates/airelement.shtml)creatures.

drack
2013-11-07, 02:19 AM
North

The arcanist exchanges a look with the local suggesting that he didn't want to be burned, as if asking the other man (rweird's chair) if he were to offer himself or his village to the creature. Looking back to the fire creatures he comments. "Well, I suppose it's worth mentioning that I have some small proficiency myself with extinguishing flames with my magic. Still I could hope there might be an agreement we can reach without need for such things."

Shamanu
2013-11-07, 04:37 AM
Resist Grapple
[roll0]

Initiative
[roll1]

The attack just catches Abbi off guard so she prepares to do battle.

Shamanu
2013-11-07, 04:46 AM
Does the grapple attempt provoke AoO?

Chilingsworth
2013-11-07, 05:14 AM
Does the grapple attempt provoke AoO?

No, the creatures have improved grab.

Chilingsworth
2013-11-07, 05:28 AM
Ok, Monsters' turn!

Monster 1 will make a grapple check to strangle Abbi:
[roll0] for [roll1] damage.

It will also use it's other tentacle to attack the hobgoblin in G7:
[roll2] damage: [roll3]
crit: [roll4] damage: [roll5]
and a grapple check against the Hobgoblin: [roll6]

if it succeeds in the attack and grapple check, it will use its quickness ability to make a grapple check to strangulate: [roll7] damage: [roll8]
if it missed or failed the grapple check, it will simply attack again:
[roll9] damage: [roll10]
crit: [roll11] damage: [roll12]
and a grapple check against the Hobgoblin: [roll13]

Monster 2: will use its tentacles on the hobgoblin in E7 and the arcanist in F7.

Attack on hobgoblin: [roll14] damage: [roll15]
crit: [roll16] damage: [roll17]
grapple check: [roll18]

attack on arcanist: [roll19] damage: [roll20]
crit: [roll21] damage: [roll22]
grapple check: [roll23]

if it succeeds in the attack and grapple check, it will use its quickness ability to make a grapple check to strangulate the hobgoblin: [roll24] damage: [roll25]

if it missed or failed the grapple check, it will simply attack the hobgoblin again:
[roll26] damage: [roll27]
crit: [roll28] damage: [roll29]
and a grapple check against the Hobgoblin: [roll30]

All attacks are vs their targets' flat footed AC's.

Golhad Up
Hobgoblins On Deck
Arcanists In the Hole

rweird
2013-11-07, 06:56 AM
West

Knowledge (The Planes) [roll0]

Golhad raises a horn to his lips, blowing a inspiring tune, after whispering something (Spellcraft DC 16 to identify). [roll1]

All allies get a +8 moral bonus on attack and damage and +4 against fear effects.

NORTH

The druid returns a look of "are you crazy", showing she is unwilling to let any of her people, herself, or their homes be burned.

"Are there just the three of you?"

Chilingsworth
2013-11-07, 07:08 AM
West: Everyone is greatly inspired by Golhad's tune.

Hobgoblins Up
Arcanists On Deck
Abbi in the Hole

The winged creature responds.

No, it's not just the three of us. There's Flame, Ember, Spark, and Hothead, too. Plus the Azer village.

drack
2013-11-07, 08:55 AM
West

The hobgoblin easily deflects both the attacks on it by the one attacking abbi, batting them aside with his tower shield. The second hobgoblin however si not so lucky. Seeing the arcanist fall beside him, he resists the thing's attempts to grab him.


[roll0]
[roll1]
will post actions afterwards.

Easily escaping the grapple, and batting aside the last attack, the hob goblins prepare to retaliate.

Shamanu
2013-11-07, 09:03 AM
By the looks of it I need 2 grapple checks, one from the first attack and one from the quickness attack.

[roll0]

[roll1]

If she beats the grapple or not she will be in contact with the beast so can use one of her powers.

Dissipating Touch
Psychoportation (Teleportation)
Level: Psion/wilder 1, psychic
warrior 1
Display: Auditory and visual
Manifesting Time: 1 standard
action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes (object)
Power Points: 1
Your mere touch can disperse the
surface material of a foe or object,
sending a tiny portion of it far away.
This effect is disruptive; thus, your
successful melee touch attack deals
1d6 points of damage.
Augment: For every additional
power point you spend, this power’s
damage increases by 1d6 points.

Touch attack for 5d6 damage, cost 5 power points

[roll2]

drack
2013-11-07, 09:08 AM
The rear hobgoblin will use a move action to pull the unconscious arcanist into his square, drawing a longsword he steps 5' into the square that the arcanist had occupied, and begins slashing at monster 2 with his fellow hobgoblin.

[roll0] for [roll1] damage
[roll2] for [roll3] damage

The one before it will begin slashing at monster 1 while the one in the second row will throw a sai

[roll4] for [roll5] damage
[roll6] for [roll7] damage

The two hobgoblins will each take a 5' step back if Golhad looks like he wants to move forward.

The remaining arcanist will cast cure light wounds on the fallen one.

[roll8]


Lieutenant Corporal (when his turn comes up) will ready a cure light wounds in case anyone nearby passes out.

Chilingsworth
2013-11-07, 09:10 AM
AoO from manifesting the power:
[roll0] damage: [roll1]
crit: [roll2] damage: [roll3]
Grapple check: [roll4]

If you're hit, make a concentration check to successfully manifest the power. Also, make a check because you're still grappled.
If you make those, you deal enough damage to drop the creature.

Also, the monsters are 10' away, near the ceiling.

However, the sai hits, wounding the creature.

drack
2013-11-07, 09:16 AM
(west) changed rolls to account for 10' range and confirming criticals
Changing weapons. Those adjacent use sais, those further back crossbow, and move action to reload. Attack rolls are the same.
On monster 1
21: [roll0]
27: [roll1] critical [roll2] to double damage
On monster 2
27: [roll3] critical [roll4] to double damage
22: [roll5]
Sai has 10' range increments it'd be -1, so crossbow for attack 4.

After +8:
29 attack for 4 damage
30 attack to confirm critical of 22 damage (assuming the 8 doesn't double)
19 attack to confirm critical of 20 damage (assuming the 8 doesn't double), if miss it becomes normal hit for 14
30 attack for 16 damage.


Also from now on leaving the two at the door, at that door. Should drop me to two hobs, and the three arcanists.

North

Seeing that the native had no input whatsoever on being burned, the arcanist asks "Could you then show us your peoples? We are curious to know of you before offering fun things to burn."

Shamanu
2013-11-07, 12:17 PM
Concentration check
[roll0]

I am not sure I was in a grapple as the 2nd check I made was successful.

Chilingsworth
2013-11-07, 04:05 PM
West:

Abbi manages to dissipate enough of the creature to render it unconscious, it falls to the ground.

The other creature dies under a barrage of bolts and sais. Also falling.

So for XP purposes, we have what? An ecl 8, an ecl 6, and five ecl 1's or do you want me to ignore the 1's?


Show you... our people? I suppose I could introduce you. I doubt you'd be much of a threat if it came down to it. Unless... are there any more of you?

Aww, this is boring wind! Why don't we just burn them?

No boys, no burning the outsiders! Bad magmins!
She turns to you and continues.

I'd be happy to show you to the village, but first could you please give these two a couple of things to burn? It really has been too long for them, the poor dears.

rweird
2013-11-07, 04:28 PM
West

"Air element Chokers." Golhad says looking down at them. "Do any of you know Drow Sign?"

Yes, a level 8 for me, though I think Gaiy is dealing with cohorts differently somehow.

NORTH whispers the wind

"There are some others in our camps, though none right here. What sort of things would those... two want to burn?"

"The druid returns a look of "are you crazy", showing she is unwilling to let any of her people, herself, or their homes be burned."

That kind of is the input she gave.

drack
2013-11-07, 05:16 PM
As the hobgoblins retrieve their weapons, one nods, indicating that he does indeed know drow sign language. "It's a standard among some, and the grove perfected us to know it."

north

The arcanist looks about at the sand around them as if to ask what then they might offer to let the things burn.

Chilingsworth
2013-11-07, 05:27 PM
Well, you have some burnables to spare, surely? I see clothing and at least partially wooden weapons for a start.

West:

Having defeated the chokers, what do you do now?

drack
2013-11-07, 05:31 PM
North

The arcanist gives a questioning, humorous look as if wondering if the nomadic nation was about to turn nudist.

West

Two of the hob goblins hold the choker down while a third translates questions to it. (other player's questions)

Chilingsworth
2013-11-07, 05:39 PM
The choker isn't well enough to answer questions (it's at 0 hp, so an interrogation would knock it out) It also only understands Auran and Undercommon. Does the hobgoblin speak either of those? Does anyone in the party?

drack
2013-11-07, 05:43 PM
Ah, figured from rweird. The arcanists have undercommon. :smalltongue: Hmm, probably not worth waiting a whole day to recover... "Should I kill him sir?" The hobgoblin asks Abbi

rweird
2013-11-07, 05:43 PM
West

"Good, when I play my horn, I'll use Drow Sign to convey communicate if I feel there is something important."

Golhad waits as the hobgoblins pin the choker down, wondering what they'll do to awaken it or if they'll kill it.

NORTH Its in the NORTH

The druid returns with a shrug and a look that says "it doesn't hurt to ask."

"Are those magmin's arsonist tendencies required for survival, or do they find pleasure in needless destruction?"

Chilingsworth
2013-11-07, 05:55 PM
Well... they've survived the lack of burnables for as long as we've been sealed in here, so I suppose they can live for some time without burning things. But at the minimum, it's required for them to remain happy and (relatively) sane. Think of it this way: how long would you want to live if you were kept chained in isolation, and fed only the most boring food?

drack
2013-11-07, 05:58 PM
northA hobgoblin dutifully replies "Forever if need be."

rweird
2013-11-07, 06:05 PM
NORTH Go north

"Well, I wouldn't enjoy it, though I'd probably prefer life to death. The food wouldn't play a major part though. You implicate by that analogy that they gain sustenance by burning things however. Is that true?"

Chilingsworth
2013-11-07, 06:12 PM
Honestly, we don't know. As you may notice from these two, magmin that go without for too long lose their grip on sanity. I'm pretty sure the only reason they haven't attacked you is the hope of getting to burn something without risk to themselves. I'd say that burning things is necessary for their mental if not their physical wellbeing.

rweird
2013-11-07, 06:24 PM
NORTH don't go north

"Well, that sounds like it may be a mental disorder then. Do the things have to burn, or just be heated, possibly melted?"

Chilingsworth
2013-11-07, 06:31 PM
If it's a disorder, then it's one that is common to their entire species. And I'd thank you to not apply such labels to creatures not of your plane, mortal. The flames enveloping her flare momentarily.

drack
2013-11-07, 06:36 PM
northThe arcanist looks confused. "How can following the instincts to kill and burn be seen as a mental disorder? It is a way of life."

rweird
2013-11-07, 06:58 PM
North Never go north

"I am sorry that I am not familiar with extraplanar creatures. I didn't know it is instinctual. I do not see why such an instinct would be acquired though, if it serves no purpose. I suppose immortals are different, and don't require such reasons like mortals do. Do you know anything of magmin?" She pauses, seeming to restrain herself from saying something. "I'm afraid that I have nothing I am willing to offer to be burned. Perhaps the Azer village would have something, or you could purchase something for your magmin to destroy from some merchant."

drack
2013-11-07, 07:06 PM
"We may, though first we would see your people, after all were we to burn something it'd be pointless to conceal the flame from them."
Turning to a hobgoblin he commands the soldiar.
"Hoss, you tell your people to send twenty four of your lot down to replace you, it wouldn't do not to have something to burn after all."

Chilingsworth
2013-11-08, 07:43 AM
The hobgoblin heads off to get the reinforcements. Is there anything you'd like to do for the hour or two that it takes him to make the round trip?

If you aren't hurting it, I'll say the choker regains 1 hp and is able to talk after an hour.

*groaning noises*

The creature looks around, realizes it's pinned and quite helpless, and starts to panic.

drack
2013-11-08, 07:51 AM
north

Well I asked them to show me their home. :smalltongue: Aside from that I'm good, you rweird?

Shamanu
2013-11-08, 09:12 AM
Abbi looks at the choker and then says "ask it what it is doing here. It may be that there is a complex here, ask questions along those lines. If there is a complex here find out all you can from it about its defenses and it's layout.


Sorry, I live in the UK so am in bed when you are posting. I just logged on to find a host of posts and had to read through them to find you had given the choker a single hp so he could be questioned. I will now post Abbi's required questions.

rweird
2013-11-08, 05:32 PM
West

Golhad observes the creature, trying to figure out if it is being honest when it responds.

Sense Motive (probable circumstance penalty for not understanding the language not included): [roll0]

NORTH... north... north...

I'm cool with waiting, or touring the city if they'd be willing, and it isn't suicidally hot.

Chilingsworth
2013-11-09, 04:45 AM
West:

You looked tasty. And fun to hunt. So, we hunt you. You enter us land. We here first.

As far as you can tell, the creature is telling the truth.

I suppose you could visit the village... but I'd strongly suggest you bring burnable gifts when you do. Really, any token gift will do.

Shamanu
2013-11-09, 05:11 AM
Abbi realises that the creature is just here by circumstance and will attack again if released "kill it, it is of no use to us", she the moves to the opening at H13 and makes ready to move on. She has an everburning torch for illumination, and people can see she has a little crystaline creature sitting on her shoulder.

rweird
2013-11-09, 08:07 AM
West

Golhad looks onwards, horn in hand. "I imagine my horn would alert whatever else is in there. Should we go on anyways?"

"How hot is it down in the village? Hot enough to burn?"

drack
2013-11-09, 09:03 AM
The hobgoblin that isn't holding the prisoner draws his sai, bludgeoning the creature until he's content that it's dead. Contented, he drags it to the pile atop the other. The second arcanist meanwhile casts cure light wounds on the unconcious one [roll0] who becomes conscious. One arcanist stays behind while the Lieutenant corporal and two hobgoblins stay with the group,

Chilingsworth
2013-11-09, 11:18 AM
West:

The monsters were cr 3's for when we find out how xp is being dealt with.

How hot? Well... nowhere near as warm as our proper home, that's for sure! I don't think it'd be immediately lethal to you. It's about as warm as this place is. (so, about 100 F, you'll need fort saves every hour unless you have protection.)

drack
2013-11-09, 11:25 AM
north

Ooh! Ooh! I have metal armor, that's protection right? :smallbiggrin:

east

So, this one settled, or is there still more to do? :smalltongue:

Chilingsworth
2013-11-09, 11:52 AM
lol. Unfortunately, armor of any kind imposes a -4 penalty. Though, remember that you can use the survival skill to apply a bonus to yourself and others. Also, failure only deals nonlethal damage.

The place is emptied out, but there are still things to find. Would you like me to map the place out, or just move on to listing what you find and let you try to figure out what the stuff is? Also, the Xorn are willing to help you find things of interest that they know about.

drack
2013-11-09, 12:01 PM
north

Well 't was worth a chance. :smalltongue: Sadly with +1 survival the most I could possibly get is... (with 25 hobgoblins) 21 :smalltongue:

east

Hmm, may as well explore I suppose. :smalltongue: I'll keep one of the xorm with my 25 hobs to help out.

Chilingsworth
2013-11-09, 12:57 PM
Umm, I can't let all of you visit the village. That many armed people would be construed as an attack. How about... no more than ten of you? (also, the magmin have calmed down significantly while you've been talking.)

The Xorn representative shows you around the eastern caverns. It points out passages that lead to their neighbors, the fiery ones, and the watery ones. It also shows you the gems that sicken xorns that try to eat them, (1 day of study, plus a knowledge (arcana, nature, or planes) check to identify.) The cavern of almost food (1 day of study, plus a knowledge (nature) check to identify), and the village cavern. (there is a strange stone pillar, that the xorn calls the sustaining stone. (1 day of study, plus a knowledge (arcana, nature, or planes) check to identify.)
Map (https://docs.google.com/spreadsheet/ccc?key=0Ah0oyw_bj5igdDdRaXdXZWdzQjI5S1llaEtWSWRnV 2c#gid=0)

drack
2013-11-09, 01:32 PM
north
"I don't see the problem with it, were we a threat you'd be dead and we'd be going down. these men bear the gift we will give."

east

Quite fascinated by all of it, yet not so knowledgeable in any part of it, the hob goblin asks the xorn to gather the poisonous crystals and the sustaining stone that they might be carried back to camp. He then asks that the xorn look about for anything else of note.

Chilingsworth
2013-11-09, 01:50 PM
No, if we thought you a threat, you'd be turned into charcoal by now. But azer are a touchy people. If you showed up with so many armed men, they would take offense, and would assume the worst. I make my recommendations to preserve your lives as much as ours.

The xorn has already shown you everything it thinks is of note. The sustaining stone is too big to move (and you'd probably destroy it if you tried to cut it out of the rock.) The gems are still imbedded in the rock, you'll need mining gear to remove them. Also, the xorn refuses to come into contact with the poison gems.

drack
2013-11-09, 02:01 PM
Northern:

It is ultimately your choice, however I would hate for you to receive a smaller gift for lack of gift bearers...

eastern:

I had assumed earth glide allows one to displace rock as one might water, and that displacing rock at either end of a pillar might cause ti to loos purchase to the surrounding rock, and that it then might be moved with sufficient manpower to move such a heavy object. :smallconfused:

Chilingsworth
2013-11-09, 02:46 PM
I think you misunderstand: I mean only that you should limit the number of people you send for a first contact. Once you've been introduced to the elders, I'd guess they'd welcome the rest of your party.

The xorn could do that, but they insist that doing so would destroy the pillar. i.e. turn in into a mundane piece of rock.

drack
2013-11-09, 02:49 PM
north
The arcanist shrugs offering that he could go alone if need be.
East

Could he not at least scoop the poison crystals out? :smallconfused:

Two hobgoblins will be sent back to get arcanists to study it, three will be left to guard it, and twenty will enter the water cavern.

Chilingsworth
2013-11-09, 03:02 PM
That would be acceptable.

The xorn could scoop out the poison gems. But none of them are willing to do so, because contact with the things makes them feel ill.

drack
2013-11-09, 03:32 PM
North

The arcanist follows the fire being into the lair.

East

Aww, but who can say no to all these charming mugs when three medics are on hand? :smalltongue:
Diplo:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]
[roll18]
[roll19]
[roll20]
[roll21]
[roll22]
[roll23]
[roll24]

rweird
2013-11-09, 03:41 PM
"I'd like too go too."

If no-one objects, she'll accompany them.

West

What do we find when we continue in?

How deep do the pools look? Can anything be seen in them?

Chilingsworth
2013-11-09, 04:05 PM
The mephit and two magmin lead you down a long tunnel. Eventually, you reach an opening into a humungous cavern (about the size of a stadium). You are stopped by a pair of... what look like fire-headed dwarves, each wearing breastplates and wielding falchions.

Halt! Hanz, Franz! relax! I'm bringing back a representative of the group Coke told us about.

They said they'll give us stuff to burn! One of the magmin says excitedly.

Ah. Good. Take him to the elder, then.

Inside the cavern, you see many buildings and several "fields" of fungus which seem to be high-yield farms. You are taken to the largest building in the center of town, near to a glowing pillar seemingly made of some sort of red-hot metal. Inside, an azer dressed in ornate heavy armor greets you, with great formality.

Welcome outsider. I see your warmth which is akin to the warmth in me. What business would you discuss with the brothers of flame?

Also, time for a fort save versus heat fatigue: (anyone who's stayed below ground, or within the region's aboveground area of effect need to make a dc 15 fort save or take [roll0] nonlethal damage.

I'm terribly sorry, but I'm not going to handle the gems. Why would I want to make myself regurgitate all that yummy metal you lot were so kind to give me?

West:

I'll update the map.

rweird
2013-11-09, 04:12 PM
Does Endure Elements protect me?

"It was not two hours ago we discovered your existence, and my people sent me to learn of you, seeing as we now are neighbors."

How deep do the pools look? Can anything be seen in them?

Chilingsworth
2013-11-09, 04:40 PM
(endure elements protects you just fine.)

Ah, yes we'd do well to learn more of this place. We've been trapped here for some time. I take it an entrance opened up as a result of the recent quake, yes?

There aren't any pools to speak of: just thoroughly wet sand, and several springs. all surrounding a large hole in the ground.

West:

There are two side tunnels, down the main tunnel (which isn't actually as straight as I've shown, but averages out about the same.) there is a large cavern illuminated by luminous fungus.

drack
2013-11-09, 04:44 PM
north

[roll0]
"I come as a representative of my people to offer gifts and foster a long lasting friendship between our peoples."


east

"You could always scoop some dirt around them out with them." One of the arcanists suggests.

rweird
2013-11-09, 05:27 PM
South:
Ah, I guess I misremembered.

Do we see anything in the hole?

West

Is there anything down the side tunnels? Do they just go as far as shown, or do they vanish into the dark.

North
"I believe so. How long have you been trapped here, and what trapped you?"

Chilingsworth
2013-11-09, 05:46 PM
Those of you with darkvision see a swiftly moving (though narrow) stream abutted by muddy banks.

No, the earth around the gems is also bad for us. Not as bad, but bad enough that I have no desire to handle it.

How long? Lacking a means of timekeeping, we honestly do not know. As for what... well, we were in our homes one day, and the next we were surrounded by rock. We managed to excavate some, but we couldn't breach the surface. If I had to guess, I'd say we've been here since the creation of this world, and it was that creation that trapped us. Fortunately, our mines were caught up with us. Though some of the rubies have become... strange. They make us feel odd when we handle them. Also, the pillar outside this dwelling seems to hum with power, but we've been unable to determine much about its nature.

West:

The side passages extend beyond the range of your vision.

drack
2013-11-09, 05:54 PM
East

You're pretty deadset on this. :smallconfused: Don't have any mining ranks, though had I it'd take under an hour. I'll just guard it and melt them free with burning hands the next day.
20 still head to the water area.

South

The hobs scout about the stream.

North

Well I'm sure my fellow mages would be interested to examine these, but in the mean time I would like to offer you this. He hands over a heavy wooden shield that he's taken from one of the hobgoblins (burns twice as long as any other man sized piece of wood :smalltongue:)

rweird
2013-11-09, 06:46 PM
West

"I think we should take the side-passages first so things won't be able to sneak up behind us."

South
Okay. We'll keep waiting and monitoring the situation.

How do the hobs get down? Do they have ropes or something?

NORTH
"Could I see these rubies, and would you have any interest in joining the people I represent, perhaps relocating to some mountains to the south-east?"

Should I make a diplomacy check?

OoC: How many Azers are there?

drack
2013-11-09, 06:52 PM
North

No gift? The arcanist asks skeptically.

South

The hobs are waiting topside, those slippery walls mean trouble. those hobs are from a different passage.

West

The hob stares you down. "I believe Abbi carries the higher rank, and has more then enough qualifications to know where best to go."

rweird
2013-11-09, 06:56 PM
NORTH who would want to go there?
"I'm afraid it doesn't fit." Turning to the Azer, she asks, "Why do you want stuff to burn?"

OoC: How big is the cavern? I'd imagine this building would be no taller than 20 ft, though I don't know about the cavern.

West (We don't normally spoiler it)

Golhad maintains the hobgoblin's gaze, levelly, his face calm, composed, and hiding whatever he is thinking. "I would not doubt that, and understand that you take his orders, not mine, and that he'd outrank me in your military, seeing as I am not a part. Still, I don't see why he'd take offense at others providing input."

South
Okay... :smallconfused:

Chilingsworth
2013-11-09, 07:30 PM
sure, make a diplomacy check, also you're not sure how many azer there are. You'd guess about 200 including children and other noncombatants. In addition, there might be as many as 20 magmin, and 20 mephits. You're not sure of the cavern's exact dimensions, but you'd guess something like 900 by 1000 feet, and 50 feet high as minimum dimensions. Yes, this structure is only 20 ft high.

Relocate? I don't know... I'm sure most of us, myself included, would appreciate the ability to travel out of this place, but it is the only vestige of home we have left.

Thank you for the shield. As for burning things, most of us don't, particularly. It's the magmin that do. Why? Well, it's probably because they're even more in tune with their inner fires than the rest of us are. It's instinctual for them to burn things, and to enjoy fire. Also, they often forget that fire can harm some things and beings.

You're welcome to examine the few strange rubies we've excavated. You can examine the pillar outside too, if you'd like. Though I'd imagine you'll find this place uncomfortable if you stay here long enough to do so.

drack
2013-11-09, 07:36 PM
north"Well I would offer you a place in the grove, though that's a ways off. Still if you could retrieve some of the gems, we'd love to examine them outside the caves."
east
??
Edit
west
"Yes, but orders are not that sort of input." the hobgoblin asserts.

Chilingsworth
2013-11-09, 07:54 PM
(oops!)

You walk towards the water cave for half an hour, at which point the path becomes very muddy, slowing you severely. After another hour, you reach a large lake of pure water.

The elder nods and orders another azer to fetch a couple of the gems. He dons some (what look like) leather gloves and does so. The gems look much like typical, if large, rubies. However, they are warm to the touch and have a faint inner glow.

rweird
2013-11-09, 08:00 PM
West

"I was not aware that you find me saying 'I think' means that I am ordering you to do something."

North
Diplomacy: [roll0]

"How much of what is here can you bring with you?"

Later... (Once the conversation is concluded, assuming you are willing to make a little time skip).

Knowledge (Nature) on pillar: [roll1]
Spellcraft: [roll2]

What do the gems look like?

drack
2013-11-09, 08:03 PM
east

(no worries :smalltongue:)

The hobs glance about for any movement (with 20+hobs, spot 24) as a representative asks if anyone's there in common, goblin, and drow sign language.

North

The arcanist pockets the gems to study with the locals when it's less stuffy. He also casts his create water to buy him some time in the heat.

"So, tell me of your people's values and morals."

West:
"I'm a militant man, not a linguist, and certainly not one for your games. Abbi, what should we do?"

Chilingsworth
2013-11-09, 08:39 PM
Studying either the gems or the pillar will take 8 hours (a full adventuring day.)

You don't notice any significant movement (there are a few ripples, but they appear to be caused by dripping water, or small falling stones and the like.) Nothing responds to your calls, at least for now. Do you wait there? if so, for how long?

Our values? Well us Azer value hard work and crafting skill. We also stand by eachother and those that gain our favor. If we were home, we'd also prefer not to deal with outsiders over much. But, as we aren't home and have no way of getting home, we're more open to contact. As for the others... Well, mephits mostly like to have fun and experience new things and people. Magmin are fairly similar, but their ideas of fun and experiencing things tend to involve setting them on fire.

drack
2013-11-09, 08:49 PM
OOC

Yup, I figure two hours to get back to the village may give us a better look at those gems then in the cave where we more level 1ish hobgoblins can pass out before we finish. :smalltongue:

east

The hobs will walk about through the water calling to see if anyone is there for several hours, looking for off shooting streams and the like under and above water.

north

Tell me of your home.

Chilingsworth
2013-11-09, 09:54 PM
Upon entering the water, you quickly notice that it increases in depth precipitously. You are unable to see the bottom after about ten feet from the shore.

Eventually, something does respond: A silvery-scaled humanoid (at least, in appearance) woman sticks her head out of the water.

Well, what have we here? Is there a reason you're making all that racket?



Our home? Well, we're from a place many call the Plane of Fire. No prizes for guessing what the weather's like. It's a place of magma and flaming air. But, some parts of it are very mineral rich. We lived in such a place. Oh, there's nothing quite like those planar fires to power a forge. Even the magmin make a poor substitute!

drack
2013-11-09, 10:17 PM
east

Ah, "Hello there!" a hobgoblin greets her warmly. "We were curious to see who lived here, and ask who the 'little creatures that throw water around' that we've heard so much of are. I confess-" The golden haired hobgoblin adds, his fur sparkling "-I've always enjoyed a quick bath."

North

"I see." the arcanist replies almost whistfully. "It reminds me of the beauty in the sweeping summer wildfires that tear through some parts of the Grove under the summer heat. The swamp gas you see, needs vary little encouragement to spark up, and with the Kardothke (car-doth-key) firebats... Well it happens sooner or latter. The breeze a swirling cloud of orange and red, the dross moss entwined about the trees protect them, yet burn as beautiful pillars of sulfuric blue. As if a hundred thousand will o' the wisps had gathered into a pillar of flame. The sky, an endless cloud of black that might swallow any light, tainted with the stray gust of orange embers that are carried so high. The Kardothke fire bats swirl high overhead occasionally punctuating the darkened sky overhead with a burst of flames. The dance of avoidance and the dance of succulence are performed. A crowd ebbs from the flames as a tidal surge, and another of those seeking a new life or death wash in as a mass of a hundred million scurrying feet. A legion of shadows cast across the woodlands. All dancing to the rune of destruction. Truly a sight to be seen... Alas perhaps I bore you with my hopeless reminiscence of mine own homelands.

rweird
2013-11-09, 10:33 PM
North
What is the difference between studying and seeing if you know anything about it by looking?

East
Do we notice drack's people down there?

Chilingsworth
2013-11-09, 10:39 PM
little creatures that throw water? Umm... we have some mephits that can spit acidic liquid. I suppose they might be who you're thinking of. As for taking a bath... well I suppose that's alright. But please be careful, there isn't enough water here to withstand a great amount of pollution, nor the flora and fauna that could cleanse it.

Bore me? Not at all! He guffaws. Such a sight sounds very like places in our home. Though you might not recognize the "trees" as such. A place like that... You might find some interested in visiting at the least. I wouldn't be surprised if the Magmin chose to emigrate en masse.

drack
2013-11-09, 10:40 PM
north

Dunno, appears the one is more detailed investigation ad takes many hours whilst the other is a glimpse at it. If observing minute facets and wracking one's brain reveals more may as well roll with it.

east

"Fear not then, I will resist the urge to muddle the water as one might say. How long have you lived here?"

north

Well we turn none away, and they'd be most welcome to it, a burrow could even be prepared for the cooler seasons. I confess however that I only watch the summer fires from afar. It's the fall ones I enjoy most, waves of leaves sail across the ground as shapeless clouds of a hundred million colors, and in the air above the Kardothke circle about amidst them igniting flowing tapestries across the sky in whiffs and spurts, where at night it is a hundred flowers of flame blossoming from both above and below. Because of some strange magic in the soil the leaves themselves burn as prismatic clouds, neon nimbus's floating gently to the sky and rippling across the land on the sacred day of death when the world begins to die once more. Where leaves drown the earth below, and the very ground festers with the coming of death. On those days those of the sea and of the air, the trees and the ground can all walk amidst the endless dancing of the flickering flames without any fear of harm.
You see, the Grove is a land in which the gap betwixt life and death has been narrowed to a thread, in which all live and die in prosperity hand in hand, in while everyone wars in an endless peace. To some it stands as a land of dreams, and to others a land of nightmares. Dreams to those with an open heart and a mind of wonder, vicious nightmares to those that fear change and existence, who would rather lock themselves away to an eternal servitude of their own construction. Which would it be to you and your people I wonder.

Chilingsworth
2013-11-09, 10:44 PM
You don't know anything specific about these items, other than that they have some sort of supernatural power. If you want to learn anything useful, you have to study them. As for drack's people... no. They're about half a mile away. Most of the eastern cavern is an underground lake.

rweird
2013-11-09, 10:51 PM
OoC
So you're saying my knowledge check failed, and the spellcraft takes eight hours, or are you just fiating it so it is impossible to learn something through checks without study?

drack
2013-11-09, 10:57 PM
ooc north

rweird, I believe it's akin to my houserule that one must know something before they can attempt a knowledge check. In this case it seems to involve digging up that vary old and vary dusty tomb of lore, and closely examining the object in question as you page through said tomb. :smalltongue:

Chilingsworth
2013-11-09, 11:03 PM
ooc:
I'm saying that these are the first objects of their kind to appear in this world. Therefore it's impossible for you to know anything about them without study. (Well, I suppose you could use magic or divine abilities to learn something more quickly, but you haven't tried those, and probably don't have anything that would work (you'd need legend lore or similar.)

drack
2013-11-09, 11:04 PM
OOC north

or that. :smalltongue:

so as not to be lost:

east

"Fear not then, I will resist the urge to muddle the water as one might say. How long have you lived here?"

north

Well we turn none away, and they'd be most welcome to it, a burrow could even be prepared for the cooler seasons. I confess however that I only watch the summer fires from afar. It's the fall ones I enjoy most, waves of leaves sail across the ground as shapeless clouds of a hundred million colors, and in the air above the Kardothke circle about amidst them igniting flowing tapestries across the sky in whiffs and spurts, where at night it is a hundred flowers of flame blossoming from both above and below. Because of some strange magic in the soil the leaves themselves burn as prismatic clouds, neon nimbus's floating gently to the sky and rippling across the land on the sacred day of death when the world begins to die once more. Where leaves drown the earth below, and the very ground festers with the coming of death. On those days those of the sea and of the air, the trees and the ground can all walk amidst the endless dancing of the flickering flames without any fear of harm.
You see, the Grove is a land in which the gap betwixt life and death has been narrowed to a thread, in which all live and die in prosperity hand in hand, in while everyone wars in an endless peace. To some it stands as a land of dreams, and to others a land of nightmares. Dreams to those with an open heart and a mind of wonder, vicious nightmares to those that fear change and existence, who would rather lock themselves away to an eternal servitude of their own construction. Which would it be to you and your people I wonder.

Chilingsworth
2013-11-09, 11:45 PM
Thank you. How long have we been here? I'm unsure of the exact duration, but I'd guess it's as long as this realm has existed. We, or perhaps more accurately, the part of our plane in which we live, was trapped here when this world formed around it, metaphysically speaking.

Dream or nightmare? I don't know. I'd guess "preferred tourist destination."

After hours of examination, you feel yourself... resonating with the material of the pillar. However, your (for lack of a better term) identity is too strong to accept the foreign influence, and prevents you from bonding with it. However, you suspect that a weaker individual could draw enormous strength by bonding with this monolith.

A character with levels in only NPC classes, and stats no better than the standard array can use the pillar. Doing so allows the character to be rebuilt as a 2nd level character with the elite array and levels in any of the following classes: Druid, Shujenga (fire focused only), Sorcerer, Warmage. The pillar can grant this benefit to an unlimited number of creatures, but only once per year, and only once in any individual's existence. Also, the pillar protects the user from local harmful conditions for the eight hours required to use it.

rweird
2013-11-09, 11:53 PM
NORTH
How do the Azers feel about moving, and what can they bring with them? It seems that part was ignored (32 on diplomacy I think).

drack
2013-11-09, 11:59 PM
East

Ah... the Hobgoblin replies, clearly not understanding the metaphysical questions of existence, spontaneous creation of planes, or even planer cosmologies in the first place.

North

Laughing merrily at the cute indecision, the arcanist asks teasingly Truly? So reserved! Come now, give it a thought. Are you one for the tangled dances of wild fantasies, or mono ethnic cages?

Chilingsworth
2013-11-10, 12:00 AM
It was mentioned: They'd like to be able to travel outside of this cavern, but the place is the only vestige of home they have left, so they aren't interested in moving out on a permanent basis.

Sir, we are extraplanar castaways, who just recently learned we have the option of leaving this subterranean realm. Furthermore, I can only truly speak for myself, we are not necessarily of one mind.

The creature looks sympathetically. Don't be upset. We've had as long as this world's existed to puzzle this out. In any case, we could be wrong. All we know for sure is that we were elsewhere and are now here, and that there was no way for us to get out of the caverns... at least, perhaps until now.

rweird
2013-11-10, 12:04 AM
North
Are they interested in joining my nation anyways? Getting a chance to explore at least?

"Perhaps some of you would like to explore this new world soon at least then."

Chilingsworth
2013-11-10, 12:11 AM
Exploration? Yes, I'm sure some of us would be very interested. I'm sure we could come to mutually advantageous trading agreements as well, perhaps we could have trading missions or embassies in eachother's nations Also, I notice you're interest in that pillar. We can tell that it holds energies related to our home, but can't seem to connect with it sufficiently to identify them. If you learn something about it, we'd be grateful for the information.?

drack
2013-11-10, 12:12 AM
North

It may be warmer then some, but it is a cave when all is said and done. I see no reason extra planer being should differ from any other in desiring to live or die, and it being you that I'm asking should never diminish your own opinion. Speak freely, and worry not over such things as fears and regrets. I ask as an outsider of you and your kin, are you perhaps monoethnically constrained by scocial norms, lacking in the mechanism of your own release, or in the will to use such a conception?

East

Ah, if that's all... the hobgoblin explains the path to the surface.

Chilingsworth
2013-11-10, 12:25 AM
The elder seems confused by your words.

For myself, I'd have to see a place with my own eyes, experience it for myself, before I could say if I wished to live there. This is true of most of my fellows also. But azer generally enjoy the company of other azer. I personally would be willing to spend some time among your people.


The woman looks at you sadly, and raises the lower portion of her body out of the water.

This is built for swimming, neither walking nor climbing, I'm afraid.

Shamanu
2013-11-10, 04:15 AM
"We will check these side tunnels first, just to make sure nothing will sneak up on us from behind. We will check the right one first then the left", Abbi stands at the mouth of the right tunnel with her everburning torch she heads off.

drack
2013-11-10, 07:14 AM
North
Quite a hasty one. when shall we leave then?
east
Then perhaps the knowledge will help you in time. Still, quite trapped you seem ever still.

Chilingsworth
2013-11-10, 07:58 AM
I have to see to the welfare of the village first. Most importantly, that means overseeing the establishment of our relationships with both of your peoples, and then ensuring a successor is up to speed. you'd have to establish some sort of embassy with the azer, and them with you. They'd be willing to establish such with both of your nations. It would be something to deal with in the epilogue, though.

Quite. Though at least I have my brethren here.

West:

How long do you travel down the right (actually, North) tunnel?

drack
2013-11-10, 08:10 AM
North

Smiling warmly the arcanist replies "If you'd like I'll accompany you there now and show you the best and worst parts of life int he Grove. Still, have we not already established relations?" Somewhat confused by the notion he adds "And what's a successor?"

East

That you do. Would you like us to notify the natives of this area that you live here so they might establish proper relations with your people?

rweird
2013-11-10, 09:11 AM
West

Golhad rolls his eyes but remains silent.

NORTH
"The pillar seems to once a year, be able to change someone into something more powerful, though only if they are weaker to begin with."

Chilingsworth
2013-11-10, 10:25 AM
(oh wow, you've been there for 8 hours)

Are you alright? We do have a cooler location, if you'd prefer?

Natives? Do you mean surface dwellers, or the other planar castaways? We'd rather not have anything to do with the air beings we've encountered- nasty bunch, the lot of them-, and I believe the earth beings already know something of our presence. Oddly, we haven't encountered any fire beings. Though that might be just as well.

drack
2013-11-10, 10:31 AM
North

No, rweird's chair is time skipped ahead a bit. my char would be totally stoned had he been :smalltongue:

east

The surface dwellers. The earthen ones have left already I fear, well except
Scarp. The Hobgoblin adds, naming the xorn. Out of curiosity has the xorn found anything of interest in this cavern?

Chilingsworth
2013-11-10, 10:43 AM
That's fine. He still offers to take you somewhere cooler, if you wish.

That depends, what can you tell me of these surface dwellers? Though I suppose they'll find us eventually anyway.

As for Scarp...
Interesting? Well, I sense something not unlike the gems and pillar near our old village. But I'm unsure where, exactly. Probably somewhere under the water.

drack
2013-11-10, 10:53 AM
north
OOC: um... "she" :smallwink:

The arcanist accepts.
east

The hobgoblin explains the scarce customs he's seen of the nomads.

The hobgoblin with Scarp asks him if he couldn't just slip through the rock and feel them through it to locate them.

Chilingsworth
2013-11-10, 11:06 AM
ooc: he refers to the elder :smalltongue:

The elder takes you to a side cavern, heading east. Eventually, you reach a small cavern (roughly 20'x20') where the temperature is tolerable (about 80 F) He also makes sure your companion knows where to find you.

Hmm... Yes, I think we'd like to meet these people. Though I take it you are not one of them? If so, what of your people?

I could, Or... you could ask her?

Shamanu
2013-11-10, 11:07 AM
West

They will continue down for as far as it go's, or until it is obvious that there is no threat there.

Chilingsworth
2013-11-10, 11:25 AM
West

You walk two miles down the tunnel, at which point the temperature increases sharply (up to 95 F).

Soon after four creatures, three small and winged, one that looks something like a dwarf, all on fire, all dressed for war, confront you.

The dwarf speaks:

Halt! You enter the territory of Aghaiz Village! You don't look like any of the vile air creatures I've encountered before! Identify yourselves!

The winged creatures seem to ready themselves.

drack
2013-11-10, 12:01 PM
North

So, we were discussing your visit to the Grove?

East

The hobgoblin tells her of the grove (on my way out, no fantastical description this time :smalltongue:)

Xorn: "Yes, but what are we to tell him to ask her, that there might be strange poisonous green gems glowing around here? What if they're not even gems, what if they're air bubbles in the water? Best to see first."

Chilingsworth
2013-11-10, 12:18 PM
Yes. My visit. As I was saying, I'd have to see to it that my successor, the person who will guide this village in my absence, is up to speed before I leave, incase I stay for a protracted time. It is my assumption that some of our number will wish to stay here. Not only has this place served as our home, but there are still resources to be found here, ores straight out of the plane of fire. And who knows what else there might be, if we become able to explore other nearby caverns. Speaking of which, have you encountered any other planar castaways? We've encountered Xorn, nice enough fellows, but we had to firmly prevent them from stealing our metal. Fortunately, we don't have much in the way of the precious metals they prefer. The... well, a motley crew of air creatures, actually... are far worse. They can't be reasoned with at all, only fought.

ooc: just to be clear, those gems he gave you earlier, he gave one to each of you. /ooc

I suppose I could... Getting wet is such a pain... You'll give me coins to snack on if I do? He sounds hopeful.

rweird
2013-11-10, 12:23 PM
West

"I am Golhad. This is Abbi. The others are under Abbi's command. A recent earthquake opened several cracks, we descended through one of them, and found a cave system that lead to here. Who are you?"

Knowledge (Any) on the winged things: [roll0]
Knowledge (any) on flame-dwarf: [roll1]

NORTH
OoC: So my discovery will come later and in the mean time I should sit tight and try to follow that too? Also, where are the gems?

drack
2013-11-10, 12:39 PM
North

As you will. Truthfully I think it odd that you'd be so drawn to a material posession of your homeland. For instance I wouldn't take dross moss with me everywhere I go. Still perhaps my people can help you retrieve these gems. Our leader, The Martyr, is a powerful druid capable of warping the var earth.h as he wills, so we could probably have your souvenirs out quick enough if you need them. As for others we've only heard of the clockwork horrors thus far.

OOC: Ah, I had heard the word "several" and thought 3-5, but that works too I guess. In any case I was intending to just carry them to the surface where rweird's leader may have more luck with them. :smalltongue:

east

The hob continues telling her about the grove. :smalltongue:

Xorn: "I don't see how you'd get wet moving through stone without so much as touching water."

OOC: funny, pay them for a days service and they ask for more over any odd little thing. :smalltongue:

Chilingsworth
2013-11-10, 12:43 PM
West

The winged creatures are fire mephits, the "dwarf" is an azer.

We are guardians of the Village of Aghaiz. I am lieutenant Golin. These are my subordinantes and fire support Spark, Jet, and Ember. If you are not the Belkers' minions, who do you serve?

(the gems? the ones given to you and the arcanist are wherever you decided to store them. :smalltongue:) The others... you haven't seen them. /ooc

This talk of embassies is premature, I think. Besides, Whirlwind told me there are others with you, yes? I think we could make some space for them for a time. Let your companion's studies be completed, then we can discuss business together. For now, it's enough that you've convinced me you pose no threat to us. Shall I send Whirlwind to fetch your fellows?

drack
2013-11-10, 12:48 PM
north

"Ah, please do. Still I don't see why you harbor so many reservations. Did I not just hear talk of how your people felt so confined and isolated down here. I come bringing the opportunity to see what are perhaps the most diverse people in the world and you act like I offer you Harzeeley leach. Is there more you're not sharing?"

rweird
2013-11-10, 01:32 PM
West

"Well met. I am from people on the surface. As are the others, though they are a different people. We weren't aware of Belkers in this area."

NORTH
What do the gems look like? How big are they? Appraise on worth as gems: [roll0] (trained).

Chilingsworth
2013-11-10, 01:35 PM
The gems the azer gave you are rubies. They are about the size of a typical d20.

[roll0]

You believe the ruby you were given to be worth 1,000 gp as a gem. You can also tell it's supernatural, but you can't determine its value as a magical item.

West:

Yes, they usually send minions to patrol this region. We have to fight them off occasionally. Though we've had to fight them less lately.

You say you're from the surface? We should let the Village know. Spark, return to the village and notify them of the new arrivals.

The mephit salutes and flies off.

Shamanu
2013-11-11, 03:03 AM
"We are only exploring this place and have no intention to use hostilities, what I would like to know is could we start to trade with your village. I am sure that there will be goods we could sell you and vise versa, we prefer trade over peace" Abbi says to the mephit.

Chilingsworth
2013-11-11, 03:15 AM
The Azer nods.


Perhaps we can trade. That wouldn't be my call, though. My job is to guard this tunnel from external threats. Since I don't think you're an immediate threat, I've sent word to our leaders. It's roughly a two hour round trip, though.

Your discussion is interrupted by a mephit's arrival.

Elder, We have unusual visitors, they claim to be from the sur... *he notices you* ...face. Err, Elder, are your guests also from the surface? and if so, did they mention any others?

rweird
2013-11-11, 07:19 AM
Golhad waits, and makes conversation with the Azer, asking questions about the Azer's settlement, and willing to answer questions about his own people.

North
"Yes, there are others from the surface. Many I know, many I don't."

Shamanu
2013-11-11, 08:38 AM
Abbi is happy to make the trip she also hopes that the two can make a deal on trade. She whiles away the time by talking to the Azer and she talks about what they could possibly offer the Azer's people.

Chilingsworth
2013-11-11, 09:43 AM
The mephit describes Abbi and Golhad's group.

The Elder looks to you. Do you recognize these people?

West:

The Azer is quite willing to exchange information, telling you almost anything you want to know. (ask your questions. Also, feel free to describe your cultures as you wish.)

rweird
2013-11-11, 03:57 PM
North:
"The one with the Horn sounds like Golhad, and the other Darkened Grove representatives sent with him to investigate the other crack."

OoC: I introduced him and Abbi by name, did the Mephit give there names?

"West"

Questions I know I'll ask:
1) How did you get here (answered IC, but Golhad doesn't know it).
2) How many of you are there?
3) How long have you been here?
4) Do you know anything of other entities in these catacombs?
5) Can you tell me more of this Belker you mentioned?

Could I ask a few questions retroactively when it would be relevant, if it would be?

Shamanu
2013-11-11, 05:39 PM
Abbi will ask
1. What do you trade in (gems, gold etc)?
2. What would you have need of?
3. Do you have a map of these catacombs?
4. Are there many other catacombs around here
5. Are there any other peoples around here we could speak to?

Chilingsworth
2013-11-12, 12:16 AM
The mephit gave the elder as much information as he had about your group.

West.

Golhad's questions:

We aren't certain how we got here. Our best guess is that our home was trapped when this world formed.

There are... Oh, about 300 of us here, mostly other azer, with some mephitis, magmin, and a few salamanders who were visiting at the time we were trapped.

We don't know how long we've been here, exactly. Our best guess is for however long this world has existed.

We know there's a colony of xorn to the east of our village, who aren't particularly hostile. And a warren of air creatures to the west, led by at least two belkers, who most definitely are hostile.

Belkers are nasty air creatures. They can manifest their claws inside you and rip you up from the inside out. They have no sense of mercy and cannot be reasoned with. They lead by brute force a collection of similarly minded air creatures.

Abbi's Questions:

We're miners, smiths, and engineers.

Access to more raw materials. Our elders would be the ones to negotiate such things.

No, at least not a particularly complete one. We've avoided encroaching on the xorns' territory. While we've had all we can do to keep the air creatures from encroaching on ours.

If by catacombs, you mean caverns, we know of three: ours, the xorns', and the air creatures'.

You might be able to speak with the xorn. The only thing the air creatures seem to understand is steel, repeatedly and violently applied.

Shamanu
2013-11-12, 03:17 AM
"They sound a really nast bunch these "Belkers", we will best avoid them if possible" Abbi says. The thought of being ripped from the inside out does not settle with her, she has an uncomfortable feeling that will not go away.

Chilingsworth
2013-11-12, 03:37 AM
Oh, they definitely are nasty. The air creatures' greatest asset though, is their mobility. All of them can fly, some very well indeed. It means that even if when we overcome them, they're able to flee if we don't drop them immediately.

rweird
2013-11-12, 07:21 AM
North
"Yes, those sound like others we sent to explore the other caverns."

"West"

"Do you know what type of air creatures? We two fought air element Chokers at the entrance. Any other air creatures besides Chokers and Belkers?"

Chilingsworth
2013-11-12, 07:48 AM
West:

We've encountered the chokers, too.

Let's see... well, we've encountered arrowhawks, so far only young ones... smaller elementals, and mephits... air, dust, and ice mephits.

Oh, and I've heard tales of encounters with will o' wisps and invisible stalkers, too. Nasty business, those.

he seems concerned.

I dare say that the only thing keeping these creatures from over running us is that they have limited avenues of approach against us. So far, we've been able to keep them out of our village proper. If they got that far, and could use their maneuverability to best advantage...

he shudders.

It would be unlikely to go well for us. If they have access to your surface world... I'd worry for the safety of those who dwell there.

The Elder nods. Very well. You may let them through and lead them here. Gentlemen, if you wish, the village of Aghaiz will offer her hospitality to your people for the time being. Let our three peoples get to know eachother properly.

rweird
2013-11-12, 07:51 AM
North
"Very well, I shall continue with my study."

"West"

"While there are many things on the surface that are dangers, I think that these air creatures would be some of the less dangerous, though still, the closest by threat to our people."

Chilingsworth
2013-11-16, 12:31 PM
The Elder sends the messenger mephit back to tell the border guards to let the newcomers though, and sends another mephit to invite the rest of the first group to the village.

West.

The mephit returns a couple hours later.

Seems others of their peoples have already made contact with the village proper, Captain. Apparently, they met the Magmin Whirlwind rides herd on. Poor dears having to deal with their antics!

Anyway, they're to be allowed into the village. Shall I show them the way?

The azer nods. The mephit salutes and turns to the visitors:

Very well, follow me, surface worlders!

The mephit leads you through the too hot village to a cooler side cavern, large enough for your three groups to encamp where your leaders and the village elder are already engaged in conversation.

(active groups are now just "North" and "South.")

drack
2013-11-16, 05:16 PM
north (really west)
(after they meet the north group)
Sir Abbi sir, do you think it wise to stay here when those air creatures are still loose?

South


Find anything?

Also water sprite responding to that conversation?

Chilingsworth
2013-11-16, 10:31 PM
North

The elder looks to the group.

You're interested in dealing with the air bandits? We could offer you some support if you are.


Toxic stones? Gems? We do have some sapphires that make us feel odd when we handle them. Our savants think its because they retain some of the essence of our home plane. They're of little use to us. If you could figure out a way to get us access to the outside world, we'd be willing to give them to you, I think.

drack
2013-11-16, 10:56 PM
south

I'd agree, but... are you sure you want to go up? It's a desert there. A hot place without any water. Where would you go? The hobgoblin replies.

rweird
2013-11-16, 11:02 PM
"We killed two chokers, then took the passage that led here. We plan to keep exploring, and while your help could be helpful, I do not know if it is necessary."

Chilingsworth
2013-11-17, 01:39 AM
So there are no bodies of water anywhere in your surface world? How horrible! How could anything survive conditions like that?

We can breathe air just fine, as you may have noticed by my lack of asphyxiation. The only thing my kind cannot do on land that you legged folks can is move efficiently. A sunbaked hell like you describe would indeed be uncomfortable for us, though.

North:

Perhaps you don't need our help. Still, those air bandits have worse among their ranks than chokers. And... every single one of them can fly. Regardless, we can offer you this cavern as a base of operations if you'd like.

drack
2013-11-17, 02:16 AM
South

"Well if there are any bodies of water my people certainly havn't found them yet apart from this cave. Still I suppose the forests of the grove are at least..." The hobgoblin searches for the word before settling on "sodden"

In any case I suppose we may as well accept. The hobgoblins station four shields at each of the two entryways to keep water from leaking out. They then have the xorn glide through the earth taking rock from beyond the wall to fill in the pool raising the water level. A messenger is also dispatched to have the mages in the camp cast create water over the fisher. If needed the walls can be narrowed by the xorn raising the water level proportionately. This should let them swim out at will, though it may take a few days.

Shamanu
2013-11-17, 03:56 AM
"We have little to fear from the air creatures, besides if we deal with them we will no longer have to worry about them" Abbi replies.

Abbi thanks the elder and then says "we would welcome the support, I think this is an excellent opportunity to strengthen your position and confirm you status" she says.

Chilingsworth
2013-11-17, 05:00 AM
Dozens of beings like the one you're speaking to pop their heads out of the water at the disturbance made by your activity.

Wha... what's happening now, Epastia? What or who are these things? What are they doing? one of the younger ones asks.

It's alright! They're helping us achieve our freedom from this cavern! The recent quake opened a pathway to the surface. They're directing our water to that opening.

You LET them do this without consulting us?! Another, older woman demands. How could you?! Many of those assembled mutter in angry agreement.

Wait Desyln, Whatever they're doing, it doesn't seem to be taking effect particularly fast. Let's give them a chance to explain themselves at least, before we form a beaching mob. A third adult tries to calm the throng, with some success. They look to you.

Make a diplomacy check

For support, we can lend you six of our best agents: Two, Whirlwind and Spark, are mephits skilled in sorcery. Two, Gorin and his brother Drem, are skilled Azer warriors. Finally, we have two magmin scouts, Crackle and Scorch. In addition, we may be able to upgrade your equipment, depending on what exactly you need, and can certainly repair anything you have need of. Of course, this base is open to you as well.

You said your people found a surface entrance to the bandits' lair? In that case, might I suggest a pincer attack?

drack
2013-11-17, 07:32 AM
south

"Freeing you." They reply simply.
enough hobs to take 20 (25)

Shamanu
2013-11-17, 12:01 PM
Abbi nods in approval "I agree, we will strike from two sides and crush them in the middle" she says with an air of confidence.

rweird
2013-11-17, 02:43 PM
NORTH

"So we'll backtrack? The tunnel that leads here is only some 30 ft into the cave, so you coming out there hardly would be a pincer movement. Unless there are other tunnels..."

Chilingsworth
2013-11-19, 09:35 AM
North

I don't know any other tunnels that lead into the air creatures' domain. So, the opening to the surface is near the junction of our domains. That's interesting to know. That being the case, a pincer would indeed be difficult. So, what would you suggest?


South

Most of the tritons seem mollified, but at least one, Desyln, is still dubious.

And how will you do that?

drack
2013-11-19, 10:59 AM
South
"Well I figure you'd rather be able to leave on your own then have us carry you, so we're raising the water level so that you can just walk out."

rweird
2013-11-19, 03:50 PM
North

"A joint attack where we both march with each other, if you want to go with us."

Chilingsworth
2013-11-20, 06:12 AM
Walk out? You realize we have tails rather than lower limbs, right? On land the best we can do is roll and flap about! Still... I suppose having direct access to the surface might be useful. If you built a canal from that point to the nearest bodies of water, that would allow us to escape properly.

North:

The elder nods.

Very well. When do you want to commence the attack?

Ok, chose the forces you'll be sending. The Fire village is contributing 2 fire mephit sorcerer 4's, 2 azer crusader 4's, and two magmin rogue 4's.

(heh, the "fire nation" is joining an attack against the "air nation"... not intentional.)

drack
2013-11-20, 06:39 AM
southWalk on your hands, flop, swim, it all gets you somewhere, and after this you should be able if nothing else, to swim to the surface and interact with its dwellers.
north

same as before

Shamanu
2013-11-22, 02:46 AM
Please forgive me but due to personal reasons I have to drop out this game, I will keep the sheet so if you need to use Abbi then feel free to do so.

Thanks.

drack
2013-11-22, 06:45 AM
Ah, sorry to hear that. Best of luck with whatever it is. :smallbiggrin: