conversations: human
conversations:  You have com from the mountains to the West where you learned your pact magic. A sea is to the East and swamp to the South. There are fields to the North.
  There is a vast city built of stone and granite in the center of the valley.
  
  You hear that there is unrest in the city because of rumors that there is a fiend sealed beneath the city's foundation.
conversations: Lordof Dorkness:
conversations: human
conversations:  Rubin wanders the city. He's heard rumors that sparked his interest, and has decided to investigate on his own. He keeps an ear out for any mention of the fiend that may or may not be beneath his feet. Rubin knows that such a rumor is likely to be false, but he can't help but get his hopes up. He's been bored for far too long. It's time for an adventure.
  
   
   Spoiler 
  Gather Information:
   (1d20+13)[ 17 ](30) 
   
conversations: Lyndworm:
conversations: human
conversations:  You her that there is a building in town that has a passage way to the fiend's caves.
  You also pick up extraneous information; you hear that someone high up in power has been assassinated, and that the king has been looking for a few more bodyguards.
  You hear that a Prophet is in town foretelling of it's destruction at the claws of this fiend.
conversations: Lordof Dorkness:
conversations: human
conversations:  OoC: 
   
   Spoiler 
  Is "a building" all Rubin gets, or is he aware of a specific building?
   
conversations: Lyndworm:
conversations: human
conversations:  The rumors tell of several different building possibilities.
  you might want to go to the source; the prophet.
conversations: Lordof Dorkness:
conversations: human
conversations:  Having heard many conflicting rumors, Rubin does, indeed, decide to seek the source. He goes to the prophet hoping to learn more.
conversations: Lyndworm:
conversations: human
conversations:  You hear that the prophet is staying at the Inn "The Copper Gnome".
  You reach the Inn to see that it is poor when it comes to the average inn.
  You enter to see a gnome at the bar and a door to the right that leads to the rooms.
  Please Role-play...
conversations: Lordof Dorkness:
conversations: human
conversations:  Rubin enters the inn, looking around for a barkeep. Thinking that they usually have information, after a greeting he asks " Do you know of a man called 'the prophet?' I've been told he's staying here and would like to meet with him. " Rubin sets a gold peice on the counter as he speaks.
  
   
   Spoiler 
  Does an encounter this simple require a Diplomacy check? I would think not, but just in case...
  
   (1d20+21)[ 20 ](41) 
   
conversations: Lyndworm:
conversations: human
conversations:  The gnome turns to you and says, " The coin hasn't heard anything, maybe I could talk to a few of his friends? "(He indicates a slightly higher bribe.)
conversations: Lordof Dorkness:
conversations: human
conversations:  A smile on his face, Rubin says " I don't expect that to be a problem. " Two more coins lay on the counter top by the end of the sentence.
conversations: Lyndworm:
conversations: human
conversations:  The gnome says," I Think I may have heard something about the prophet staying in room 5, but of course I value the customer's privacy so... ".(He indicates 1gp with hand gestures)
conversations: Lordof Dorkness:
conversations: human
conversations:  Another coin hits the counter. " Thank you, sir. You've been most valuable to me. " Rubin nods his head to the barkeep and walks away, heading to room five. Assuming he finds it, his arrival is followed by several sharp raps on the door.
conversations: Lyndworm:
conversations: human
conversations:  The sound of," Intrude. " hits Rubin's ears.
conversations: Lordof Dorkness:
conversations: human
conversations:  Taken aback, Rubin says. " I'd really rather not, sir. Are you sure there's not some way I could enter with intruding? "
conversations: Lyndworm:
conversations: human
conversations:  "You may enter." 
conversations: Lordof Dorkness:
conversations: human
conversations:  " Thank you, sir. " Rubin enters the room, attempting to scan it quickly before social obligations take over. " I've been told that you have information I seek. I hope I'm not being too abrupt, but what do you know of the passageways beneath the city, and what they might contain? 
conversations: Lyndworm:
conversations: human
conversations:  The room is empty apart from the prophet, a bed, a quarterstaff, and dust.
  A humanoid facing away from you says," There is a fiend filled dungeon beneath this city, it has no end for it connects to the abyss itself.
  The fiends will destroy this city unless action is taken. "
conversations: Lordof Dorkness:
conversations: human
conversations:  " That's disconcerting. What action do you propose? " asks Rubin.
conversations: Lyndworm:
conversations: human
conversations:  The portal to the Abyss must be closed.
  I must take action, but I cannot do it alone. 
conversations: Lordof Dorkness:
conversations: human
conversations:  " Well, I don't have any plans, sir. When would you like to do this, and how can I help? "
conversations: Lyndworm:
conversations: human
conversations:  I need help,and you can help me. Thank you.
  The entrance to the caves is in this inn's basement.
  we should go now, the fiends get more powerful every moment we delay. 
conversations: Lordof Dorkness:
conversations: human
conversations:  " Very well. Let us go, then. I'm not sure how much use I'll be in my current state, but I'll fight beside you til I drop, sir. "
conversations: Lyndworm:
conversations: human
conversations:  You go to the front desk where you ask to enter the cellar.
  the gnome says that it is all right for you to enter the cellar.
  once you are in the cellar...
  
  It is dark, you cannot see.
  
  The Prophet casts Light.
  
  there are a few rats around here.
  there is a passageway in a wall across from where you came in.
conversations: Lordof Dorkness:
conversations: human
conversations:  Rubin extend a hand toward the passageway, indicating the prophet should lead. " If I go ahead of you I'll get in the way of the light. "
conversations: Lyndworm:
conversations: human
conversations:  The Prophet goes first.
  you descend down for 200ft and then the stars turn to the  left twice and opens into a room:
  No doors
  It is brightly lit by torches now so the prophet ends his light spell.
  It is empty. it has an entrance next to where you came in, an entrance across from you, and an entrance to the far  right.
conversations: Lordof Dorkness:
conversations: human
conversations:  " If you don't have any preferences, I would suggest the entryway on the right. No idea why, it just feels better than the others. " Unless stopped, Rubin heads right.
conversations: Lyndworm:
conversations: human
conversations:  It turns to the left immediately and it appears that in the second room the passage way that was across from you is connected to this room too.
   http://imageshack.us/f/703/thefiendscaves05playerp.jpg/ 
  
  EDIT----
  there are some fiendish rats scurrying about.
  a few imps are flying around in the room generally laughing and taunting you.
   http://imageshack.us/f/52/thefiendscaves05playerp.jpg/ 
conversations: Lordof Dorkness:
conversations: human
conversations:  Drawing his morningstar, Rubin asks " Should we start the slaughter now, or are you in the mood to wait for bigger fare? "
  
   
   Spoiler 
  How high are the imps?
   
conversations: Lyndworm:
conversations: human
conversations:  One of the imps says" Get Dredger!
  Get Dredger! " and flies off.
  You then hear rumbling.
  The rest of the imps scatter.
conversations: Lordof Dorkness:
conversations: human
conversations:  " That really can't be good. " Rubin moves into the room and shifts his stance a little bit, preparing for a battle.
conversations: Lyndworm:
conversations: human
conversations:  A bearded devil comes out of the entrance to the far left.
  " What was that about the slaughter? "
conversations: Lordof Dorkness:
conversations: human
conversations:  " I'm not sure, to be honest. It all went by so quickly I'm not sure what happened. So, what brings you to this part of the city? "
conversations: Lyndworm:
conversations: human
conversations:  The prophet begins mumbling incomprehensible gibberish.
  The bearded devil goes into a rage and charges toward you.
   
   Spoiler 
   
   
conversations: Lordof Dorkness:
conversations: human
conversations:  Rubin moves away from the bearded devil and his skin begins to yellow. A defiant look crosses the man's face as he puffs out his chest. Releasing his breath, a wave of noxious gas extends from Rubin and coats the bearded devil. As soon as Rubin inhales, his skin goes back to it's normal complexion.
  
   
   Spoiler 
  Using Astaroth's Breath, DC 17.
  
  
   Once every 5 rounds, you can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make a Fortitude save or be nauseated for 1 round and sickened for an additional [roll]1d4[/rollv] rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect. 
   
conversations: Lyndworm:
conversations: human
conversations:  OOC 
   Spoiler 
  What is the DC?
   
  PS the prophet used Bear's endurance so your con is up by 4.
conversations: Lordof Dorkness:
conversations: human
conversations:  OoC: 
   
   Spoiler 
  The DC is 17, thanks for the Spell update.
   
conversations: Lyndworm:
conversations: human
conversations:  Sorry, my dice roller malfunctioned.
  the bearded devil succeeds on it's save.
  
  The prophet says, " Vestibulum congue orci sodales neque malesuada gravida. Praesent.  "
  
  the bearded devil attempts to stab you with it's spear and misses.
conversations: Lordof Dorkness:
conversations: human
conversations:  Rubin attacks with his morningstar, wielding the heavy weapon in both hands.
  
   
   Spoiler 
  Attack:
   (1d20+11)[ 19 ](30) 
  
  Damage:
   (1d8+8)[ 7 ](15) 
   
conversations: Lyndworm:
conversations: human
conversations:  It hits, and the bearded devil is hurt a bit.
  The bearded devil cowers as the prophet floats into the air and glows with light like a throne archon.
  The bearded devil cowers.
conversations: Lordof Dorkness:
conversations: human
conversations:  " Anything you want to mention, sir? " Asks Rubin as he strikes the cowering devil.
  
   
   Spoiler 
  Attack:
   (1d20+11)[ 2 ](13) 
  
  Damage:
   (1d8+8)[ 1 ](9) 
   
conversations: Lyndworm:
conversations: human
conversations:  The bearded devil takes little damage.
  the prophet uses
  "Light of Venya"
  The beaded devil burns!
  He is still alive.
  He cowers.
conversations: Lordof Dorkness:
conversations: human
conversations:  " I'll ask later. " Rubin again strikes at the devil.
  
   
   Spoiler 
  Attack:
   (1d20+11)[ 15 ](26) 
  
  Damage:
   (1d8+8)[ 1 ](9) 
   
conversations: Lyndworm:
conversations: human
conversations:  The devil explodes in a plume of Hellfire.
  you take 2d6 points of fire damage and 1d6 points of con damage (not drain).
conversations: Lordof Dorkness:
conversations: human
conversations:  OoC :
   
   Spoiler 
  Two things;
  
  A) How much damage do I take, exactly? Should I roll or should I wait for you to do it?
  
  B) I have to go do some things now and won't be able to post as quickly, if at all. Thanks for playing with me, I've really enjoyed myself.
   
conversations: Lyndworm:
conversations: human
conversations:  you roll please.
  i enjoyed it too.
   thanks for playing, mabe we can play again soon.🙂
conversations: Lordof Dorkness:
conversations: human
conversations:  Spoiler 
  Rolling so I can update my sheet, then I've got some errands to run.
  
  Fire Damage:
   (2d6)[ 1 ][ 1 ](2) 
  
  Con Damage:
   (1d6)[ 2 ] 
   
conversations: Lyndworm: