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PRP: Cinderella I:3

Page history last edited by Pendleton 13 years, 4 months ago

Plot Runner: Pendleton (3)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Qemm      |GREY_ELF|Pal          |  2   | 17  | 17  | 17  |  9  |  8  |  4  |
|Jugga     |HUMAN/DR|Bbn          |  2   | 28  | 28  | 15  |  6  |  2  |  2  |
|Isarinae  |HALF-ELF|Mnk          |  2   | 12  | 12  | 15  |  3  |  8  |  5  |
|Haiwyr    |HUMAN   |Art          |  2   | 15  | 15  | 15  |  3  |  2  |  2  |

 

Non-death consent

 

Threats:
svirfneblin warriors (CR 1 each, total EL of 4)

 

It's another bright and cheery, if cold, morning in Belltown. The mayor is looking a little more cheerful, his bright red hair teased up into 'flames,' his big gnose ruddy from a touch of brandy or similar in his tea.
Again, you meet with the mayor in the Glass House, a few stray leaves hanging above your heads, laying on the invisible ceiling. A few other well-to-do gnomes breakfast in another corner, discussing tin distribution agreements with great animation.
Mayor Yerbignog has been talking about the captured Bell folks from the Greening Project. They're information is limited to the project itself -- they were hired a few years previous, trained at a secret location (with blindfolds or teleport to get there and back), and only know a few others by what are assuredly fake names. It looks like Bell has his people arranged in a cell structure, which is very clever and annoying.
Much of this goes over Jugga and Isarinae's head, of course.

 

Haiwyr steps in and before having a seat, offers a small bow to the mayor, "Good morning, mayor" in Gnomish.

        The artificer takes a seat after his companions have settled in, though he does not wait to order a little tea. "So then good Mayor, have they been able to provide you with /any/ clues as to the identity or location of 'Lord Bell?' Haiwyr is even taking a sip of tea then before he makes a move to be seated.

 

The mayor smiles to Qemm, and introduces him to the rest of the group. "Qemm, thank you for answering my call to the Adventuring Guild. The issue at hand is, in brief... Lord Bell is a secretive person who seeks rule over the gnomes and men of Belltown, seeks control of our tin and glassworks guilds. Now, he has sweetened the deal with aid over the past few years, for which prior administrations have, perhaps unwisely, accepted. We have been trying to ferret his people out, but he is unfortunately clever."


Qemm offers a respectful nod to the Mayor. "An honor and a pleasure, sir!" he offers, quietly but emphatically. "I and my faithful hounds are at your service," he adds, waving to the two mastiffs who arrived with him. He then stands at ease but still like a soldier at a briefing.

 

        Isarinae listens as best she can to the information, but this day the Mayor's words seem to just leave a glazed look on the monk's face. Sipping at her tea, Isa glances at Haiwyr a little wryly as the human addresses their host in another language. Still, the half elf doesn't seem inclined to speak up...yet. Instead she looks about, nodding familiarly to Jugga and letting her gaze also flicker over the newly arrived man. Hmm, maybe today's task will be simple and easy without arrows feathering the warrior or Hai trying to make someone into a pet or cart-horse...

 

        Jugga is once more busy sampling the local brew, maintaining a few tankards at once just in case there are any drinking emergencies. She's also got some of the cakes the place make in front of her. Otherwise she's sitting in the most unladylike fashion as she waits for the talk talk talk to finish. She nods along, pretending to listen, but rather obviously more concerned with her food and drink. She does offer up grunts and nods to the familiar faces, mouth always full, which prevents anything beyond that.

 

The mayor frowns to Haiwyr. "Alas, no. They're sure he's a gnome, but admit they don't actually know. And given the number of creatures that can disguise themselves to seduce the unwary, who knows what Bell is. Mmm. ANYhow, his organization is large, so it's just a matter of time before someone slips up more substnatially. Mm. So on to today's matter... we have received word that some of Bell's men have been seen in the vicinity of Shadow gorge, a tin mine abandoned years ago due to persistant troubles with various subterrene threats. Undead, creepers, oozes, you name it. So... simple enough, go there and nab 'em. Along with any papers and evidence on them, of course."

 

Qemm smiles at the mayor and the others but seems content to let Haiwyr do the talking.

 

        Flashing a look at Haiwyr for a second again, Isarinae finally nods to the mayor, looking resigned, "Simple enough, sure..." Trailing off, the elfling monk just shrugs, suddenly looking amused, "Are you sending more of your guards in with us this time, sir?" Well, they /had/ been slightly helpful in restraining those already caught.

 

        "Mmm. Good. Good. Shum moist cake here that's for sure." She sprinkles her cleavage with some crumbs, then washes her mouth out with some ale. "Go to the mine, crush all resistance, bring the bodies back for you along with papers and...mmm...really good cake." She gets distracted by another big bite, then wipes her sticky fingers on her bare bottom. "I sure hope we've got their spellcasters. I never want to laugh again."

 

        "And with any luck, the place might be a real headquarters." Haiwyr brightens. "Very good observations your people have made sir. We will get right on it." The artificer sips his tea to a finish while Isarinae querries about backup and support. He is confident that they do not need help, but what's a little extra if it comes anyway? The human of course is not looking at all at Jugga's cleavage sprinkled with cake crumbs. Nope! Not even a glance. Really, honest!

 

"Bodies? I believe we are meant to capture them?" asks Qemm of the Mayor, glancing between him and Juggs as he scratches the rather large head of one of the dogs.

 

The mayor purses his lips. "Guards? Ah. No. I could ask, but, frankly, between us, I'm sure each would suddenly get tinblue lung and be unavailable mysteriously." He smiles faintly. "You have to realize, other than monster hunters, we are a fairly quiet and ... well, sedate a... um. Peaceful. We are a peaceful people."

 

        Isarinae nods to the mayor...and kicks Haiwyr, hard, under the table, "I see."

 

Haiwyr ows for apparently no reason!

 

 

The trip is fairly uneventful. Most of the way is well-marked, to the nearest active tin mine up in the hills. Shadow gorge is marked with a few 'BEWARE!' signs, so... easy enough to follow.
The gorge itself is remarkably unremarkable, given the name; shale slopes with some low trees at the tops, one old stone wall of what was some sort of building years ago, and a reinforced cave mouth. There is no sign of Bell's men.

 

(search check for clues/tracks)
GAME: Isarinae rolls search: (3)+2: 5
GAME: Qemm rolls search: (20)+4: 24
GAME: Haiwyr rolls Search: (18)+6: 24

Qemm and Haiwyr quickly spot remnants of a camp fire and some marks indicating a temporary encampment was here for some time... a few days? It seems to have been a one-off thing, though it's hard to be sure. Nothing substantial, maybe a half dozen people with mounts. Most went in, then the mounts were lead away by gnomes (or possibly halflings or 2 year old humans, but under the circumstances, probably gnomes), lightly encumbered.

 

        Haiwyr concures first with the indication by Qemm of having noticed something. Allowing the original spotter of the camp remains to lead off the search, he follows further behind, eyes alert for any other activity nearby. In particular he seeks after where the mounts had been lead off to. Were they nearby? What of their caretakers?

 

GAME: Haiwyr rolls Search: (6)+6: 12
Cresting the far rise, Haiwyr scans the terrain, but sees no sign of another encampment. There are a few lines of smoke, but he's reasonably sure they come from the several tin and glassworks he's aware of.

 

Qemm leads the two dogs around the camp by holding his arms out, hands balled into fists, "Tono, Fulmen, track, track boys," he says, dropping to his haunches to signal where he wants them to scent. He looks as excited as they sound now that they are snuffling and whimpering with anticipation. They are rather large dogs, ride-able by all appearances, for those of a small size.

 

        Isarinae was, apparently, looking totally in the wrong direction to see /anything/ today. What's with her, anyway? Still looking tired, glazed and distracted. Except when she frowns at Haiwyr, that is. Maybe she just lost sleep cause the artificer can't behave himself?

 

The dogs seem fairly sure the two-leggers went into the cave. Not that this is surprising.

 

        Jugga lets the others scout about while she watches and fiddles with her armor, having noticed a spot where one of the studded plates looks to be coming loose. She bobs her head a bit as she sings to herself, a rather filthy ditty about a devoted camp follower's efforts to keep a company of soldiers happy.

 

        Failing to find anything of note as far as the mounts go, Haiwyr returns to the others as they prepare to enter the cave. Even as he approaches, the artificer looks a little more pleased. "Time to go where it's dark hmm? I have an answer for that." Then fishing in a pocket of his coat, Haiwyr reveals what looks like a thing silvery tiara that features a small 'spire' that rises above it ending in a little ball. "Who wants it? Or shall I be the lightsource today?"

 

        Looking over at Haiwyr, Isarinae shakes her head...then has to brush strands of hair out of her eyes, "No thanks, Hai. I'd rather not try to fight with that on my head." Not to mention that it's /way/ too girly for her... The monk peers into the cave as if trying to discern shadows within, bringing her quarterstaff in front of her as she shifts to a defensive stance.

 

GAME: Haiwyr casts Light.
        Haiwyr happily puts the tiara on Qemm's head, it looks fetching there! With a light touch to the side of it, the artificer causes the little ball atop the spire of the thing to light up evenly and bright like a torch. The human male then follows behind in the party, proud of his work as they move deeper and deeper into the earth.

 

The group enters the cave... while everyone can stand, the ceiling is low enough to be a little nerve-wreacking for the taller members. The floor is also pitched downward a little more than is comfortable, though those with some familiarity with such things notes the stone floor is heavily scored and strewn with sand (underneath collected dust and dirt). Thankfully, the tunnel is dry, or the floor would be treacherous despite the roughening.
The tunnel soon expands and levels a bit, becoming a bit more comfortable. Along either side, the heavy wood shorings give way to metal-reinforced stone supports, and the ceiling has been cut into fairly simple, but effective, vaults.
The dogs have no trouble following the scent, and even the less-trained members of the group can spot scuffs and marks on the ground, despite the shifting shadows as Haiwyr's light source moves about. Bell's men were obviously not concealing themselves.
After about 30 mins, the group notices a hallway with several sharpened shafts of wood on the floor, to the left, the tips shattered on a few of them.

 

GAME: Isarinae rolls search: (14)+2: 16
GAME: Jugga rolls search: (4)+0: 4
GAME: Haiwyr rolls Search: (13)+6: 19
GAME: Qemm rolls search: (8)+4: 12

After poking about a bit, Haiwyr notices that several sections of floor seem very very slightly lower than the surrounding floor. Examining more closely, there looks to be 8 spots along the floor, rough disks... and 8 javelins. Looking on the ceiling, there are eight small holes along the wall, almost invisible given the shadowy lighting in here.
The holes are at about waist level.

 

Qemm slaps his thigh, calling the dogs back to him, "Heel," he hisses, clearly not wanting them anywhere near the javelins and holes.

 

        Jugga is very uncomfortable with the short ceiling, stooping even more than necessary often, as someone used to hitting their head on doorways is apt to do. As the others study the tracks and the sharpened wooden shafts, she is busy rooting around in her cleavage. She digs out enough cake crumbs for a quick snack, then mulls that over while she watches Haiwyr studying the setup. "So...what's the story HaiHai."

 

        Haiwyr alerts his companions to this information, and puzzles over the setup. "Some form of trap perhaps? Or something else?" Being careful around the room. It doesn't help that Jugga has to bend forward given the low celing. . . or does it? "I'm not sure, but be sure to watch where you step here. Let's avoid getting skewered hmm?"

 

The dogs seem a bit uneasy.

 

        Haiwyr leads the way through, stepping carefully to avoid an possible trigger points that might have yet to be triggered. Looking for irregularities in the pattern of the traps and having the others follow closely behind, with Qemm just behind him for the light.

 

        Isarinae looks about the area Haiwyr indicated, nodding slowly and looking concerned. Glancing at the rest of her companions, the monk frowns and then starts after Haiwyr, moving a little faster to not only catch up, but bypass the artificer. She glances at him for a second and then quips, "Maybe I should go first. I'm better at ducking."

 

Nothing happens as Haiwyr proceeds through the section of tunnel.

 

Qemm slowly draws his shortsword and his longsword, then follows, also overtaking Hai but staying behind Isarinae.

 

The corridor turns a corner and continues to a large room. The dogs are the first to react, hackles going up, and then the smell hits the rest of the group -- rotting flesh. The light falls into the room, but there is nothing visible in the small amount of floor illuminated within.

 

        Gulping hard at the sudden nasty smell, Isarinae wrinkles her nose and takes a small step backwards for a moment before moving forward again, just a couple of steps. In the light cast by the "tiara", the monk almost looks green. She's definitely queasy from whatever's causing that stink...and, unfortunately, she has a bad feeling about where the smell is coming from.

 

        Jugga lets Haiwry do the leading since he seems pretty good at finding these trap thingies. She's chafing a bit by the time they finally get to another room. She straightens up and stretches her arms out even as her nose wrinkles up in disgust. "Damn! Smells like your feet in here Haiwyr!" Once she's stretches she slaps her maul into her palm, looking about the room suspiciously, ready for some nasties to reveal themselves as the dogs seem to be indicating is about to happen.

 

Clearing his throat, Qemm is obviously trying not to hack and to be quiet, succeeding somewhat at the first, somewhat less at the second. He holds up a fist, signalling for everyone to stop, whispering Isa's name to get her attention, then holds out the hand holding the shortsword, moving it in slow circles in front of his body, doing so noiselessly.

(detect evil. He eventually detects one source)

 

At his side, the dogs seem to realize the need for silence, but still do some throat rattling, instinct being instinct.

 

        Haiwyr's own nose wrinkles as the stench reaches his nostrils. "Only when I don't get a chance to take them off for a week." He nonetheless moves up a little more again. "Qemm, we need more light." The 'bossy' human slowly exposes a small contraption on his wrist normally hidden by the coat. "I just hope. . ."

 

The high elf continues his odd gesturing for several heartbeats, then lowers the blade, whispering, "A presence, straight ahead," he says, pointing with his longsword as best as he can at its location, "25 steps or so," he adds, making sure Isarinae hears him since she's in front.

 

With his trusty hounds close by, Qemm and his tiara begin to pace toward the 'presence', slowly bringing illumination, very low illumination, into the chamber beyond...

 

Aaaand... wow. Qemm has found Bell's men. What's left of them. The room is dominated by a huge altar at the far side, featuring a massive stone sphere, a huge somewhat stylized jagged crack through the center, with a heavily stained stone table before it. The bodies are strewn about the room, brown and gray-uniformed gnomes and one human with insignia featuring a candle with a small bell within it. Mixed with the bodies are two withered, horrible once-humanoid creatures with huge, almost ratlike teeth. The uniformed bodies are bloated, leaking vile fluids after a few days' decomposition.
Also, at least a few of the gnomes have icons of Ceinara, the goddess of inspiration.'

(the altar is source of EEEEvil)

 

GAME: Isarinae rolls knowledge/religion: (19)+2: 21
GAME: Qemm rolls knowledge/religion: (3)+3: 6 (though some basic info is assumed, as a paladin)
GAME: Haiwyr rolls Intelligence: (2)+4: 6 (for basic info)
GAME: Jugga rolls intelligence: (10)+0: 10

        Looking even more queasy, Isarinae dry heaves as she looks about the room, managing, just barely, from losing her breakfast. In a sick voice, the half elf girl speaks up to keep her companions in the know, "Ummm, this isn't good. That's an altar to Gunahkar..." Nope, she's definitely not happy about being here at all.

 

        Haiwyr looks around with a sour face. "What were they /doing/ here then? And what killed them?"

 

GAME: Isarinae rolls spot: (1)+6: 7
GAME: Haiwyr rolls Spot: (5)+-1: 4
GAME: Qemm rolls spot: (2)+1: 3
GAME: Jugga rolls spot: (3)+4: 7

 

GAME: Pendleton rolls 1d20+2: (9)+2: 11 (Hide checks for Svirfneblin 1-3)
GAME: Pendleton rolls 1d20+2: (3)+2: 5 (always one in every group)
GAME: Pendleton rolls 1d20+2: (13)+2: 15

 

===== Current Initiative Order =========
 20                  Qemm
 17                  Haiwyr
 15                  Jugga
 12                  S3
 8                   Isarinae
 4                   S2
 2                   S1
========================================

 

Amidst the death and stench and evil altars, Jugga and Isarinae notice, in the shadows near one of the exits, one of the small bod... waaaait, that's not a body. That's a STANDING figure, in a cloak, with a big nose and a crossbow slowly aligning itself with...

 

GAME: Jugga rolls weapon1: (7)+6: 13
        When Jugga spies that figure standing with a crossbow she sets herself into motion. She splish splashes her way through the the bodily fluids rotting on the floor. When she's within range she swings for the fences, not a pretty blow however as her lead foot slips a bit in the gore, just enough to throw her swing off. "RAR!"

 

GAME: Pendleton rolls 1d20+3: (16)+3: 19
GAME: Pendleton rolls 1d6: (6): 6
GAME: Pendleton damaged Isarinae for 6 points. 6 remaining.
A quarrel whirrs through the air from another of the cloaked figures near the other opening, burying itself in Isarinae's back.

 

GAME: Isarinae rolls 1d20+5: (14)+5: 19 (miss)
        A sound of pain escapes Isarinae as she's struck with the quarrel, her back arching a little as she pivots to regard the cloaked figure that shot her. Definitely not a pleasant occurence, but the monk doesn't let that stop her, moving through the room to bring her staff up in a strike against the...thing...that just injured her. Sadly, as today has just been one of thosee days, the elfling misses the figure, who apparently is pretty agile, a tiny scream of frustration sounding as Isa only catches air...and possibly the corner of the guy's cloak.

 

The shortie on Jugga eyes her, hops back, tugging lose a small pick, then makes a quick gesture. The air distorts and wavers around him, his image smearing out in a weird colored 'fog.'
(S2 uses 1/day spell-like ability to Blur, 20% misschance)

 

GAME: Pendleton rolls 1d20+3: (5)+3: 8
Another quarrel from a third unknown assailant whirrs from the air, burying itself deep into... the body next to Isarinae. A foul odor escapes, but she is otherwise... well, no more hurt than before. In the shadows someone says 'FUCK' in gnomish.

 

GAME: Haiwyr rolls Spellcraft: (7)+8: 15
<OOC> Pendleton says, "Blur" (identifying svirfneblin's spelllike ability)

 

GAME: Qemm rolls 1d20+9: (10)+9: 19 (miss)
GAME: Qemm rolls 1d20+3: (2)+3: 5 (dogs)
GAME: Qemm rolls 1d20+3: (5)+3: 8

Noticing the casting adversary, Qemm rushes in, ordering his dogs to attack. All three of them flail at the fog, Qemm drawing sparks as he hits the wall by accident, cursing.

 

GAME: Haiwyr casts Ray of Frost.
GAME: Haiwyr rolls 1d20+2: (4)+2: 6 (spell penetration check... fail)

        Haiwyr swiftly withdraws another item as people race up to occupy the gnomish enemies and remove the chance for him to use the cleansing power of fire. With Jugga and Qemm trying to overwhelm a series of images, the artificer focuses his efforts against another gnome. The one that shot Isarinae faces a chilled ray of cold, but to the young human's dismay it disipates before it even arrives to touch the gnomish foe. "Curse it!" He then moves closer to the entryway where S3 fights with Isa, leaving 10 feet between himself and the melee there.

 

GAME: Jugga rolls weapon1+2: (9)+6+2: 17
        How does she always end up fighting magic fellows? This whole Bell thing makes her mad. But then again, she likes being mad, so maybe it's like her birthday. All sorts of anger presents wrapped up in a very stinky package. She wiffs about with her huge bat, missing the big nosed thing with several strikes. The more she misses the more she growls, "Stand still you f**king big nosed bastard! I'm going to hit you so hard your puss covered balls are going to pop out your mouth!"

 

GAME: Pendleton rolls 1d20+2: (4)+2: 6
The small figure near Isarinae draws out a pick as well and swings at her with a snarl. This close (and not blurred like his comrade), his features look... gnomish. Big nose, the works. Except his skin is dark.

 

GAME: Isarinae rolls 1d20+4: (13)+4: 17
GAME: Isarinae rolls 1d20+4: (18)+4: 22
        Still aching with the quarrel embeded in her back, Isarinae makes her signature twisty motion and lashes out with both ends of her staff, one after another. She's definitely mad, which probably doesn't help her accuracy as first one, then the other, end cap misses her opponent. The monk just stares at her staff and then throws it to the ground, looking at it with disgust. Fine then, she'll just punch stuff with her fists.

 

GAME: Pendleton rolls 1d20+2: (13)+2: 15
GAME: Pendleton rolls 1d4: (1): 1
GAME: Pendleton damaged Jugga for 1 points. 27 remaining.
Said big-nosed bastard tinks Jugga with his mighty pick. Tink. Hmm.

 

(s1 tries to get into flanking position on Jugga, but it requires drawing an AoO from Qemm. S1 is pretty sure there's no chance Qemm can land a decent blow)

GAME: Qemm rolls 1d20+4: (20)+4: 24 (S1 is, however, wrong...)
GAME: Qemm rolls 1d20+4: (1)+4: 5 (But not a crit)
GAME: Qemm rolls 1d8+4: (4)+4: 8 (but still bad enough)
Among the chaos, one of the rhinoplasty candidates tries to get into position around Qemm, or perhaps Jugga. As he steps over a corpse, he has to look down briefly, himself slipping on some gore, at which point Qemm lunges forward and drives his blade into his bald pate, in and out, leaving it to look like a squinting third eye before it starts to spurt blood and brains as the creature falls forward, dropping like a sack of gnomes. Dead gnomes.

 

GAME: Qemm rolls 1d20+2: (20)+2: 22 (possible crit! But first, 25% misschance...)
GAME: Qemm rolls 1d100: (66): 66 (aww)
GAME: Qemm rolls 1d20+2: (14)+2: 16 (not confirmed)
GAME: Qemm rolls 1d8+2: (2)+2: 4 (half of the 8 hit point total)
GAME: Qemm rolls 1d20: (6): 6 (miss)
GAME: Qemm rolls 1d20+3: (5)+3: 8
GAME: Qemm rolls 1d20+3: (18)+3: 21 (dogs miss)
Qemm moves toward the nearest one, using the momentum from the attack of opportunity to catch the other attacker by surprise, hitting him solidly in the arm, most definitely causing damage despite any protective gear. The elf brings in his shortsword, trying to skewer his opponent, but the being is too quick, stepping aside in time and taking a step sideways to dodge both attacking dogs.

 

GAME: Haiwyr casts Ray of Frost.
GAME: Haiwyr rolls 1d20+2: (17)+2: 19 (spell penetration successful)
GAME: Haiwyr rolls 1d20+5: (15)+5: 20 (touch attack successful)
GAME: Haiwyr rolls 1d3: (1): 1 (tink)
        After moving in closer, Haiwyr pays little attention to the third 'gnome' rushing to attack Qemm and Jugga. He resets his freezing pistol and fires another ray! This time the artificer is rewarded with a chilly-cold spot forming on S3. Not enough yet, but he's giving Isarinae a shot at least, he hopes. "Isa! Back off him if you can." His only intention there is clear. . . fire. Seems he doesn't like the idea of /that/ gnome continuing to live.

 

GAME: Jugga rolls weapon1+2: (12)+6+2: 20
        Jugga continues to beat the ever loving hell out of the air around the shifty big nosed fellow in front of her. Her cursing continues to flow with each swing and miss. "I am going to cram this maul up your ass and brush your teeth with your intestines when I catch you you little bastard!"

 

GAME: Pendleton rolls 1d20+2: (14)+2: 16
GAME: Pendleton rolls 1d4: (2): 2
GAME: Pendleton damaged Isarinae for  2 points. 4 remaining.
The bugger on Isarinae slams the point of his pick into Isarinae's leg, spattering his nasty grin with blood.

 

GAME: Isarinae rolls 1d20+4: (15)+4: 19
GAME: Isarinae rolls 1d20+4: (6)+4: 10
        Having dropped the staff earlier, Isarinae throws out two punches at the stupid gnome that just stabbed her. Her concentration, however, could be much better, all things considered. For one, it's a little hard to move when you've got an arrow in your back. For another...that stench... Even as she misses, the monk finally loses her fight with her nausea and swiftly moves aside and out of harm's way...mostly so she can empty the contents of her stomach onto the cave floor. Not that the floor wasn't already littered with disgusting liquids to begin with; the elfling just added one more lovely smell and puddle is all. Shaking a little, the Isa forces herself to straighten and holler in Haiwyr's direction, "Hai, would you just roast this rat already, please?"

 

GAME: Jugga rolls 1d20+8: (4)+8: 12 (resist Blindness/deafness spell... fails)
The blurry and increasingly desperate bignose backs up another step and gestures toward Jugga, then covers his forehead (you think, kinda hard to tell with the blurring) and utters some magicky words. Jugga's head is wreathed in blue-black shadow for a moment as she goes blind...

 

GAME: Qemm rolls 1d20+2: (17)+2: 19
GAME: Qemm rolls 1d20: (11): 11
(Qemm had to run out at this point, time was getting scarce)

 

GAME: Haiwyr casts Burning Hands.
GAME: Haiwyr rolls 1d20+3: (14)+3: 17
GAME: Pendleton rolls 1d20+3: (11)+3: 14 (Reflex save DC 15... failed)
GAME: Haiwyr rolls 2d4: (5): 5
        With Isarinae moving clear and emptying what's left of her lunch, Haiwyr faces the shadowy gnome with a dark look of his own. "First you freeze, now you /burn/..." A jet of fire races forth from the Artificer's wrist to engulf S3 in terrible

 

GAME: Jugga rolls weapon1+2: (11)+6+2: 19
        Jugga is busy wiffing at empty air, trying to hit her big nosed opponent when she is aided in this effort by being blinded by magic. Magic! Ooh, so damn annoying! "You little worm!" She then proceeds to battle with empty air, swinging wildly in her attempts to at least keep the little bastard from sneaking up for a fondle while she's busy looking stupid. She of course misses anything remotely solid. The air however, it's in bad shape. She's swinging so hard it smells like barbequed pork in here. Wait, that's more magic. Toasty!

 

GAME: Pendleton rolls 1d20+2: (3)+2: 5
Evil gnome, smoking and smelly, KNOWS he should just run the hell away from these surprisingly tough tallfolk. But... that elfy bitch is SO CLOSE to death, he can taste it... he swings his grotty little pick again... swish. A string of more creative curses in gnomish commence.

 

GAME: Isarinae rolls 1d20+4: (6)+4: 10
GAME: Isarinae rolls 1d20+4: (12)+4: 16
        Stomach settled...thank the gods. Isarinae wipes her mouth with the back of a hand and actually forgets herself long enough to wipe her hand on her trousers. Now she's pissed. The monk moves back into range of the stupid little gnome and tries to hit him again....and misses... again.... A pure scream of rage escapes the monk, who normally has fairly good control of herself, and she takes another step back whilst looking down at her hands. Blast it, she's never missed this much in her life!

 

GAME: Pendleton rolls 1d20+4: (1)+4: 5 (+2 to hit since Jugga is blind)
The other evil gnome laughs happily, shouting in gnomish, "Ah, giant booby monster is blind, can't see me, can't stop my little stick from giving you a little pick! HA HA!" And then proceeds to slam the pick past Jugga's leg and into the floor. He grimaces and frees it with a hard yank.

 

(rolling for Qemm)
GAME: Pendleton rolls 1d20+2: (5)+2: 7
GAME: Pendleton rolls 1d20+2: (9)+2: 11
Qemm elegantly, and ineffectually, slashes his two swords at the blurry thing while his dogs snarl and bite.

 

GAME: Pendleton rolls 1d20: (14): 14
GAME: Pendleton rolls 1d20: (4): 4
Also ineffectually.

 

GAME: Haiwyr casts Burning Hands.
GAME: Haiwyr rolls 1d20+3: (11)+3: 14 (spell penetration)
GAME: Pendleton rolls 1d20+3: (2)+3: 5 (reflex save)
GAME: Haiwyr rolls 2d4: (4): 4
        Haiwyr takes careful aim with his wrist contraption as the gnome again moves after Isarinae. Waiting for just the right moment of seperation between S3 and Isa, he lets loose another gout of fire to fully engulf the blighter and send it to the floor with the other corpses. Finally with a spit on the gnome, he first sees to Isarinae a moment before starting to move toward the last combatant who is giving Jugga a hard time. "C'mon." He speaks to Isarinae as he begins to pick his way back through, desperately trying to forget the smell around them all.

 

GAME: Jugga rolls weapon1+2: (18)+6+2: 26
GAME: Jugga rolls 1d100: (60): 60 (50% misschance)
GAME: Jugga rolls 2d6+9: (5)+9: 14
        Jugga is literally spitting mad by this point in the battle, "I'll take that little prick and shove it up your arse you huge snot bag!" Whiff whiff whiff. Maybe she's actually in danger of an intimate encounter with this little fellow! But she is tireless in her anger, and eventually luck turns her way and one of her whiffs shifts aim a bit as once more she struggles with her footing. The little slip helps her out and actually brings her aim into line to connect with the lewd little fellow. The resulting crunching sounds and the warm spray of blood splattering her makes Jugga cheer. "Hah! How'd you like that! Bend over and I'll give you another! Right up the brown eye!"

 

        Haiwyr smiles a little with Jugga's finishing off of the other gnome. "Good hit, Jugga." He looks with a little more concern for Isarinae, looking to remove that bolt from her back or at least snap the back off of it. Sighing lightly he frowns too, "Isa. . . " There is nothing more as he tries to work on her.

 

        "Come on you bastards! Bring it on! Jugga's hungry for more!" The feel of blood on her body, the lovely smell of burning bodies and death in her nose, oh yeah, this is like a fairy tale of good times. Being blind, she can't really see that the fight is over, so she continues to batter at the poor defenseless air, ripping it to shreds with the pitted iron studs of her maul.

 

        Isarinae's smile isn't little when Jugga connects with her quarry. Instead the monk's smile is almost fiercely satisfied. She is definitely looking worse for the wear, what with the dagger hole in her leg and the quarrel sticking out of her back. Not to mention her issues with the whole upset stomach. Still, when Haiwyr speaks to the half elf, the girl tries to shrug it off, "I'll be okay, Hai. Let's just get out of here, huh?"

 

        "Jugga. /Jugga/ it's okay. They are down. Please stop swinging before you hit me too?" He won't need that collar these two were talking about if he doesn't have a head on his shoulders after all. The artificer helps to move Isarinae back into the room proper. "Let's see if we can't get one of these blighters and return."

 

        "Oh. Oh. Sorry Haiwyr. I can't see shit." Jugga drops the end of her maul to the floor, "I can sure smell it in here though. Are you okay Isa? Saw them shooting at you a lot."

 

        Isarinae starts at the question from Jugga and blinks, "Gods! I dropped my staff!" That seems to snap the monk out of her funk and she goes to rescue it from the ooze on the floor. Hissing a bit as she bends to retrieve the weapon, Isa finally answers the question from the warrior woman, "I'll be okay, though I don't think my clothes can be saved..." Her nose wrinkles and she adds, "I'll probably have to burn them considering the smell in here."

 

After recovering (which is tough given the stench of corpses), the group gathers up what evidence they can from Bell's men, binds up the two surviving cloaked figures (who turn out to have banded mail under the cloaks, elegantly designed to minimize noise), and head back. It's slow going, given Jugga's blindness.
The mayor is surprised by the brown gnomes... they are svirfneblin, a race of gnomes which prefer to live in deep tunnels and rock.
After some interrogation, they claim to be part of several roving groups of bandits and thugs, preying on the weak. They also claim not to have known about Bell's men, or to have any relation to them, other than having heard rumor of a fight near the Gunahkar altar, and coming to see if there were any valuables to lift.
As for Bell's men, the papers on them apparently directed a 'Candle group' to purify/destroy this evil altar. Why they were ordered to do so, or what a Candle group is, remains unclear, though several of the group had holy symbols of Ceinara.
The group relaxes once more, wounds tended to, Jugga's sight returned to normal, after a nice and surprisingly hot bath (gnomish science!). The sun is setting in the low hills west of town, sky shifting in bands of purple and pink.

 

        Haiwyr collects the symbols of Cienara, all but one anyway if he can. Seeing as she is his own matron diety. With a hot bath greatfully taken, but only after he'd been sure that Isarinae and Jugga's wounds were tended to properly the artificer has spent some time considering the meaning of what little was learned. But now ready to return to town Alexandria for a short time anyway, the artificer is thoughtful. There is much to be uncovered still, and he is set to uncover them with determination.

 

        After all the cleaning up Jugga is happily polishing up her maul, eyeing the others between loving strokes along the dark knobby shaft. "So...ever get the feeling we are maybe fighting for the bad guys? Oath breakers they've already admitted to being. Using this fellow to help their town, then backing out of their end of the deal. Now we got this Bell fellow destroying evil altars. Got them their holy symbols, and it aint no evil god on those neither. Not that I mind working for the villains I suppose as long as they pay us and don't betray us like they have this Bell."

 

        Ahhh, so much better! Isarinae looks and feels much better after the hot bath and some medical attention. She, too, is cleaning her weapon, though her attention is on Haiwyr for the most part. Oh, she's definitely ready to go back to Alexandria and forget those rotten gnomes...at least for now. Somehow she knows all too well that her partner will want to come back and try to help out some more.

 

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