conversations: human
conversations:  There was a great battle.  You were dropped behind the enemy lines, and made a viscous attack against the enemy flank, and you fought valiantly, long after those around you had fallen.  The last thing you remember is demons circling around you, completely cut off from any allied forces, and then darkness.  You awaken in a dark, damp place, which you quickly recognize as a mine, most likely abandoned by the looks of it.  You hear a campfire and see several vaguely humanoid shadows.  One of them approaches, and as it comes closer, you recognize it as a gnome, one that had been attached to a nearby unit.  You remember he goes by "whisperstrider" but you don't know his proper name.
  
  " Oh good, you're awake.  How do you feel?  Can you stand? 
conversations: Skjaldbakka:
conversations: human
conversations:  Adinor Redrock 
  
  Blinking away the dizzying darkness of trauma, Adinor Redrock sits up slowly and takes stock of his situation before speaking. Relief floods through him as the familiar surroundings call to his inner being. Turning towards the gnome he quietly replies,  "All things considered, I could be feeling a lot worse. How is it that I be here? Last thing I rememeber is being overcome by those accursed fiends." 
   
   Spoiler 
   Current HP / Max HP:  at least 0 / 82
   Speed:  40' /  Initiative:  +5
   Fort:  +12,  Ref:  +12,  Will:  +10
   AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
   Attack:  Unarmed melee +11/+6 (1d10+2)
  Flurry of Blows melee +10/+10/+5 (1d10+2)
   Conditional AC/Attack/Saves: 
  +4 Saves vs Posion
  +4 Saves vs Spells/Spell-like effects
  +2 Saves vs Enchantment spells/effects
  +1 Attack vs Orc / Goblinoid
  +4 Dodge AC vs Giant
  +1 Dodge AC vs Traps
  +1 Ref vs Traps
  +2 Dodge AC vs 1 specific creature (Dodge feat)
  +4 Dodge AC vs AOO's caused by movement (Mobility feat)
  +2d6 damage w/ Sneak Attack
  
   Senses: 
  Darkvision: 120'
  Light Sensativity: Dazzled in bright light
  Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
  Intuit Depth and Direction while underground
  
   Abilities / Items 
  Stunning Fist: 8 uses/day (DC 17) - 0 Used
  Combat Reflexes: 6 AOO's/round - 0 Used
  Wholeness of Body: 16 HP/day - 0 Used
   
conversations: Beren One-Hand:
conversations: human
conversations:  The gnome vanishes, and his voice comes out of the air where he stood.  "Fortunately, I was in the neighborhood,"  the voice says as the gnome re-appears.
  
   "Even with what magical tricks I could come up with, our unit still had to fall back.  We fled into these mines, and I used a spell to conceal the entrance.  We have since managed to get ourselves a bit turned around, and I don't think we are the only ones using this abandoned mine." 
conversations: Skjaldbakka:
conversations: human
conversations:  Adinor Redrock 
   "Then I am in debt for your aid. I'm glad you were around." 
  Looking around at the mine Adinor takes stock of the visible people and supplies (including his own).  "What is it that makes you think something else is down here? The earth speaks and those not used to the natural world below often mistake it for fearful monsters and half-fancied boogymen." 
   
   Spoiler 
   Current HP / Max HP:  at least 0 / 82
   Initiative:  +5
   Fort:  +12,  Ref:  +12,  Will:  +10
   AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
   Attack:  Unarmed melee +11/+6 (1d10+2 damage)
  Flurry of Blows melee +10/+10/+5 (1d10+2 damage)
  Sling (w/ normal stones) ranged +10 (1d3+2 damage) [50' range increment]
  
   Conditional AC/Attack/Saves: 
   
   Spoiler 
  +4 Saves vs Posion
  +4 Saves vs Spells/Spell-like effects
  +2 Saves vs Enchantment spells/effects
  +1 Attack vs Orc / Goblinoid
  +4 Dodge AC vs Giant
  +1 Dodge AC vs Traps
  +1 Ref vs Traps
  +2 Dodge AC vs 1 specific creature (Dodge feat)
  +4 Dodge AC vs AOO's caused by movement (Mobility feat)
  +2d6 damage w/ Sneak Attack
  Evasion: No damage on a successful Ref save for 1/2.
  Purity of Body: Immune to non-supernatural/magical diseases
   
  
   Senses: 
  Darkvision: 120'
  Light Sensativity: Dazzled in bright light
  Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
  Intuit Depth and Direction while underground
  
   Movement: 
   
   Spoiler 
  Speed: 40'
  Slow Fall: 40'
  Hide in Plain Sight: Can hide while observed. Can hide w/o cover/concealment if w/in 10' of a shadow.
  Spring Attack: Can move/standard attack/move with no AOO from opponent.
  Slippers of Spider Climbing: Can auto climb non-slippery verticle surfaces/ceilings (20' speed)
   
  
   Abilities / Items: 
  Stunning Fist: 8 uses/day (DC 17) - 0 Used
  Combat Reflexes: 6 AOO's/round - 0 Used
  Wholeness of Body: 16 HP/day - 0 Used
  Slippers of Spider Climbing: 10 minutes/day - 0 Minutes Used
  Potion of Cure Light Wounds: 10 vials
  Pellet of Darkness: 1 use activated CL 3 darkness spell
   
conversations: Beren One-Hand:
conversations: human
conversations:  "Why don't you come join our fire, and you can get something to eat, and I'l introduce you to the rest of the unit."   At the mention of food, you realize that you are very hungry.  You must have been out for awhile.  You walk over to the campfire, and there is a group of halflings and one human, gathered around the fire roasting something on a spit, possibly a large cave rat.
  
   "Well first off, I'm Dal Penel.  I am the only magic-user left in this unit,"  the gnome says, making a dramatic sweep of his arm and bowing.  He is dressed in purple and green garments, somehow none the worse for wear in spite of what must have been a very rough fight.   "I specialize in illusion, enchantment, and healing magic." 
  
  He points to a halfling clad in mithral plate, with a shield and sword resting by his side.   "This is our leader, the noble knight Penel Ien'Galan, from the King's Guard." 
  
  He continues to around the fire, giving names in turn.  The human is introduced as a scout from the town of Glenville, and he is dressed in leather and bears a bow and two short curved swords.  There are two halflings that appear to be brothers, and likely twins, who are introduced as Illin and Kal.  They carry longspears and crossbows, and wear chainmail.  The other is introduced as Brrenyon Fastfoot, and is from the north, dressed in furs and hides, and carrying a greataxe that you are surpised he can carry, much less wield in combat.  He has a pistol stowed in his belt.  Taking stock of the supplies, they seem to have enough food and water to last about a week, not taking foraging into account, and there are 10 quivers each of crossbows and arrows between them.  They don't seem to have any extra powder of shot.  If questioned about their capabilities, you gather that the knight is likely a paladin, the twins fighters, the scout a ranger, and the northerner a barbarian.
conversations: Skjaldbakka:
conversations: human
conversations:  Adinor Redrock 
  
  Nodding his head as each is introduced, the deep dwarf waits until everyone has been named before speaking,  "Well met, friends all. I am called Adinor Redrock, best trapsmith to be found around Fairhaven... Not that it seems to matter much anymore." 
  
  As he takes stock of their supplies he turns to Penel Ien'Galan saying,  "I thank you for the offer of shelter and food, although it has been a long time since I last ate, I feel it must be my duty to forgo a while longer. Food and drink are a luxury for me, and this does not seem the time or place for me to indulge. There are bound to be ways I can help, however. What do you know about the enemies movements and this mine?" 
   
   Spoiler 
   Current HP / Max HP:  at least 0 / 82
   Initiative:  +5
   Fort:  +12,  Ref:  +12,  Will:  +10
   AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
   Attack:  Unarmed melee +11/+6 (1d10+2 damage)
  Flurry of Blows melee +10/+10/+5 (1d10+2 damage)
  Sling (w/ normal stones) ranged +10 (1d3+2 damage) [50' range increment]
  
   Conditional AC / Attack / Saves: 
   
   Spoiler 
  +4 on All Saves vs Posion
  +4 on All Saves vs Spells/Spell-like effects
  +2 on All Saves vs Enchantment spells/effects
  +1 on Ref Saves vs Traps
  Evasion: No damage on a successful Ref save for 1/2.
  Purity of Body: Immune to non-supernatural/non-magical diseases
  +1 Attack vs Orc / Goblinoid
  +4 Dodge AC vs Giant
  +1 Dodge AC vs Traps
  +2 Dodge AC vs 1 specific creature (Dodge feat)
  +4 Dodge AC vs AOO's caused by movement (Mobility feat)
  +2d6 damage w/ Sneak Attack
   
  
   Senses: 
  Darkvision: 120'
  Light Sensativity: Dazzled in bright light
  Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
  Intuit Depth and Direction while underground
  Lens of Detection: +5 to search checks while using it
  
   Movement: 
   
   Spoiler 
  Speed: 40'
  Slow Fall: 40'
  Medium/Heavy Encumberance Speed: 20'
  Stability: +4 bonus to resist Bullrush, Trip, &amp; Overrun if on ground.
  Uncanny Dodge: Don't lose Dex bonus while flat-footed.
  Hide in Plain Sight: Can hide while observed. Can hide w/o cover/concealment if w/in 10' of a shadow.
  Spring Attack: Can move/standard attack/move with no AOO from opponent.
  Slippers of Spider Climbing: Can auto climb non-slippery verticle surfaces/ceilings (20' speed)
   
  
   Abilities / Items: 
  Stunning Fist: 8 uses/day (DC 17) - 0 Used
  Combat Reflexes: 6 AOO's/round - 0 Used
  Wholeness of Body: 16 HP/day - 0 Used
  Slippers of Spider Climbing: 10 minutes/day - 0 Minutes Used
  Potion of Cure Light Wounds: 10 vials
  Pellet of Darkness: 1 use activated CL 3 darkness spell
   
conversations: Beren One-Hand:
conversations: human
conversations:  Having done his duty by introducing you to the unit, the gnome allows the knight to speak for himself.   "I know that your honor requires you to decline, but I must insist that men in my charge keep themselves fed, to preserve their strength.  This rat has more meat on it than we can eat at a go, and we lack the appropriate means to preserve it, so by all means, eat." 
  
  He does not wait for you to accept or decline, but instead continues describing the tactical and strategic situation.   "We are currently out of contact with the outside, as we are not entirely certain which way that is.  When we retreated into this mine, several score demons followed after us.  We managed to waylay a few as we traveled deeper into the mines, but we also found several slain by another's hand.  We scavenged a few of those arrows.  They are of unusual make, perhaps you could shed some light on them?" 
  
  He produces a pair of arrows, which glisten in the light.  They appear to be made of solid metal, even the fletching.
conversations: Skjaldbakka:
conversations: human
conversations:  Adinor Redrock 
  
  Touching his fist to his shoulder in acquiesce, Adinor accepts the shafts before any more thoughts of food.  "These are indeed unusual,"  he murmers as he inspects the weapons thoroughly.
   
   Spoiler 
  Appraise:  (1d20+3)[ 10 ] 
  Knowledge ?:  (1d20+1)[ 4 ] 
  and just in case a craft check helps for anything
  Craft:  (1d20+6)[ 7 ] 
  
  (All skills are untrained, but the Appraise and Craft checks have a racial bonus due to rare/exotic items and metal related crafts, respectively.)
   
  
  
  As he concentrates on the arrows, he sits down upon the ground. Placing one hand upon the earth, he also reaches into the feel of the earth to determine how far under they are, and where north would lie.
  
   
   Spoiler 
   Current HP / Max HP:  at least 0 / 82
   Initiative:  +5
   Fort:  +12,  Ref:  +12,  Will:  +10
   AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
   Attack:  Unarmed melee +11/+6 (1d10+2 damage)
  Flurry of Blows melee +10/+10/+5 (1d10+2 damage)
  Sling (w/ normal stones) ranged +10 (1d3+2 damage) [50' range increment]
  
   Conditional AC / Attack / Saves: 
   
   Spoiler 
  +4 on All Saves vs Posion
  +4 on All Saves vs Spells/Spell-like effects
  +2 on All Saves vs Enchantment spells/effects
  +1 on Ref Saves vs Traps
  Evasion: No damage on a successful Ref save for 1/2.
  Purity of Body: Immune to non-supernatural/non-magical diseases
  +1 Attack vs Orc / Goblinoid
  +4 Dodge AC vs Giant
  +1 Dodge AC vs Traps
  +2 Dodge AC vs 1 specific creature (Dodge feat)
  +4 Dodge AC vs AOO's caused by movement (Mobility feat)
  +2d6 damage w/ Sneak Attack
   
  
   Senses: 
  Darkvision: 120'
  Light Sensativity: Dazzled in bright light
  Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
  Intuit Depth and Direction while underground
  Lens of Detection: +5 to search checks while using it
  
   Movement: 
   
   Spoiler 
  Speed: 40'
  Slow Fall: 40'
  Medium/Heavy Encumberance Speed: 20'
  Stability: +4 bonus to resist Bullrush, Trip, &amp; Overrun if on ground.
  Uncanny Dodge: Don't lose Dex bonus while flat-footed.
  Hide in Plain Sight: Can hide while observed. Can hide w/o cover/concealment if w/in 10' of a shadow.
  Spring Attack: Can move/standard attack/move with no AOO from opponent.
  Slippers of Spider Climbing: Can auto climb non-slippery verticle surfaces/ceilings (20' speed)
   
  
   Abilities / Items: 
  Stunning Fist: 8 uses/day (DC 17) - 0 Used
  Combat Reflexes: 6 AOO's/round - 0 Used
  Wholeness of Body: 16 HP/day - 0 Used
  Slippers of Spider Climbing: 10 minutes/day - 0 Minutes Used
  Potion of Cure Light Wounds: 10 vials
  Pellet of Darkness: 1 use activated CL 3 darkness spell
   
conversations: Beren One-Hand:
conversations: human
conversations:  (hadn't thought about how deep you were specifically, say, a couple hundred feet below surface level?  North is "thatumway")
  
  You have no idea how these arrows could have been made.  The blade of the arrow is razor sharp, and you are surprised that the edge still holds, if these arrows were recovered from a fallen foe.  As with most things not understood, you might readily assume the arrows were made by magic.
  
  Edit- you are currently at full HP, btw.
conversations: Skjaldbakka:
conversations: human
conversations:  Adinor Redrock 
  
  With a grunt of frustration, the dwarf stands and returns the arrow to the King's Guard.  "I'm sorry I can't be of much help with identifying these. Never seen such a work before. I'd say they were created with magic, but that'd be just a guess." 
  
  Taking one more look at the weapons he adds,  "They'd work might well in a trap though. The edge isn't blunted, so it'd be able to be used multiple times before needing to be replaced." 
  
  He runs one hand through his hair as he forms his next words in his mind.  "I guess, you'll need a bit of a synopsis of my abilities... To make the best use. During the fight topside, I was usually a scout, but at the last I took the fight to the enemy, you could say."  With the firelight twinkling in his dark eyes, he looks animated, even though he speaks in a quiet subdued tone.  "Of your men here, I'm probably best suited for life down here. Though its been a long time since I've gone under, you can never escape your upbringing." 
   
   Spoiler 
   Current HP / Max HP:  82 / 82
   Initiative:  +5
   Fort:  +12,  Ref:  +12,  Will:  +10
   AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
   Attack:  Unarmed melee +11/+6 (1d10+2 damage)
  Flurry of Blows melee +10/+10/+5 (1d10+2 damage)
  Sling (w/ normal stones) ranged +10 (1d3+2 damage) [50' range increment]
  
   Conditional AC / Attack / Saves: 
   
   Spoiler 
  +4 on All Saves vs Posion
  +4 on All Saves vs Spells/Spell-like effects
  +2 on All Saves vs Enchantment spells/effects
  +1 on Ref Saves vs Traps
  Evasion: No damage on a successful Ref save for 1/2.
  Purity of Body: Immune to non-supernatural/non-magical diseases
  +1 Attack vs Orc / Goblinoid
  +4 Dodge AC vs Giant
  +1 Dodge AC vs Traps
  +2 Dodge AC vs 1 specific creature (Dodge feat)
  +4 Dodge AC vs AOO's caused by movement (Mobility feat)
  +2d6 damage w/ Sneak Attack
   
  
   Senses: 
  Darkvision: 120'
  Light Sensativity: Dazzled in bright light
  Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
  Intuit Depth and Direction while underground
  Lens of Detection: +5 to search checks while using it
  
   Movement: 
   
   Spoiler 
  Speed: 40'
  Slow Fall: 40'
  Medium/Heavy Encumberance Speed: 20'
  Stability: +4 bonus to resist Bullrush, Trip, &amp; Overrun if on ground.
  Uncanny Dodge: Don't lose Dex bonus while flat-footed.
  Hide in Plain Sight: Can hide while observed. Can hide w/o cover/concealment if w/in 10' of a shadow.
  Spring Attack: Can move/standard attack/move with no AOO from opponent.
  Slippers of Spider Climbing: Can auto climb non-slippery verticle surfaces/ceilings (20' speed)
   
  
   Abilities / Items: 
  Stunning Fist: 8 uses/day (DC 17) - 0 Used
  Combat Reflexes: 6 AOO's/round - 0 Used
  Wholeness of Body: 16 HP/day - 0 Used
  Slippers of Spider Climbing: 10 minutes/day - 0 Minutes Used
  Potion of Cure Light Wounds: 10 vials
  Pellet of Darkness: 1 use activated CL 3 darkness spell
   
conversations: Beren One-Hand: