Laro Farfeet |
Laro puffs his chest out and stands on his tippy toes to try and appear bigger and taller than the children and says, "Well, our caravan was attacked by orcs several times and they carried off goods. I would take them back to my base were I the kind of halfling to steal things. Not that I am. I do ocassionally find things. You know what they say, "Finders keepers.""
GM Tribute |
The little boy Luke enters and speaks:
"Mr. Iggy, what about the scar-faced man that visits you? I saw him meet with the pig-faced people and a woman with pointed ears and dark skin. The scar-faced man called her a drow. Anyway, I followed him to find out what living in a big fortress was like and I happened upon their meeting. I know the lady doesn't want any Leaves Dropping, so I kept it to myself."
Jermiah speaks to Luke, "That is very serious to say about Sergeant Krayquer Luke."
Luke says: "They talked about everything being secure at the mines."
GM Tribute |
The lizardman ranger gives what appears to be an unblinking stare.
"He suggested you kill lizardfolk on sight? After telling me to stay in place here and possibly meet up with Jetero?"
You do not know if he is being ironic when he says:
"So, when looking for traitors, having Sergeant Krayquer give an order to kill all lizardfolk on sight when the primary agent of the king is a lizardfolk did not seem the least suspicious?"
The lizardfolk ranger rubs Lukes head and smiles:
"You may have leavesdropped your way into saving Taldor young boy. I need to swim up the river to Greatwall immediately. You need to get to Jetero and tell him the boy thinks they mentioned the mines. Cragson Mines may be the location of our enemies, I suggest you spy on that site at the very least, or take it out at the very best."
Jeremiah packs quickly and heads to the river leaving you to meet up with Jetero.
GM Tribute |
As Jermiah makes his way to Greatwall, you take your leave of the remote orphanage for wayward boys run by a druidess and a lizardman ranger and rendezvous with Jetero.
He mentions: "I should have warned you your contact was a lizardman. I didn't know you were told to kill them. With Krayquer outed, you will have to go the Kragson mines and scout around. At the very least, we need to get good intelligence on the forces there."
Heading to the mines, you arrive at what looks to be a collapsed mine. The main entrance seems quite collapsed and dangerous. At the top of the hill are many (about a dozen) buildings associated with the mining operation.
GM Tribute |
Approaching the mine a shimmering appears and a small celestial figure with a bright halo is there to greet you.
"I am a patron spirit of Taldor, exercising my magic at the request of the king. A divergent group of similar adventurers drawn by chance to this pivotal timeline need your aid. You will journey with them to help save Taldor."
Fernand d'Apcher |
"Due to the divine guidance of Aroden, it appears that we are now seven," says a clever-looking Taldan gentleman. "What's our situation, Sergeant?" he then asks. His light armor has the look of the Phalanx, and his accent places him as from the lands surrounding the Verduran Forest, out by Cassomir.
Thallan Mourne |
Seven is an auspicious number.
Looks to be a collapsed mine. The main entrance seems quite collapsed and dangerous. At the top of the hill are a dozen or so buildings, probably associated with the mining operation. Thallan points.
Kaelaah |
As the strands of reality intertwine, Kaelaah senses the world move under his feet…dropping to all fours , the Shoanti waits for the feeling to pass. When he stands, it appears that a couple of humans and a Halfling have teleported in… Trying to get a feel for what has just happened, he reaches out into the ether for residual motes of magic.
Kaelaah, Detect Magic
Mistrustful to the last and with talk of spies ringing in his ears, he remains standoff-ish until he is satisfied that the new folk are friendly.
Kaelaah, Sense Motive: 1d20 ⇒ 8
Ivan "dangit" Rockboulder |
Ivan Fixes glares with the mistrustful man until yet another dwarf speaks.
Oye! Anotha of me kin! This be a good day indeed! Naught much care for savin' some pansy kingdom's arse from they own kin, but I hate anyone that would eva' sell his own kin out! Aye, I reckon I can be counted to go with ye, after all, someones gotta keep all ye buggers outa trouble!
Ivan moves over to the new dwarf arrival and gives em a good hard pat on the back.
Tell me, How'd ye get caught up in all O' this?
Lorkan Millsman |
Lorkan smiles at the invocation. "Sarenrae be with us. She has brought strength in numbers." The cleric of Sarenrae nods at Thallan's suggestion, and follows Thallan to the entrance.
Laro Farfeet |
Coming out of the bushes, Laro starts rambling, "Noise, noise, noise. If we make much more of it there is no need for sneaking up on them. I say you let me scout ahead a bit in peace and see if there is anyone about there. We can get to know each other after we finish our job."
Dolleen Mullick |
Dolleen melts hearing the "unrestrained brogue" of the dwarf - something woefully absent from where she'd spent so many years. Her cougar nips at her as she absently strokes too hard.
Tell me, How'd ye get caught up in all O' this?
To avoid further scolding she merely grumbles "Just me golden luck...." while grunting to her feet.
Amarisa Desini |
Seeing Lorkan's holy symbol, I smile and nod at him. I feel doubly blessed, good sir...and two scimitars are better than one for convincing nonbelievers of the errors of evil!
I follow the group to the buildings pointed out by Thallan.
Lorkan Millsman |
Lorkan is going to pick up a crossbow and a couple of quarrels of bolts in exchange for the salvage from the raid if possible. If not, then he'll grab some clubs (like 4, let's say) as his idea of a solution to the range problem.
Dolleen Mullick |
Dolleen nods and points a stubby finger at Laro "Aye. Good simple plan."
She hangs back a good 20 feet from those creeping up, and watches the surroundings.
perception: 1d20 + 7 ⇒ (5) + 7 = 12
GM Tribute |
perception for others: 2d20 ⇒ (19, 19) = 38
Laro and Fernand enter the house. The furniture is old and smelly, but a misaligned wall panel makes the two curious. They have to move a trashpile to get to it, but it seems the thing to do. It was probably a mining family that lived here, and they were not neat at all. Trashpiles are everywhere!!
Opening the panel and then cleverly opening a locked strongbox, a treasure cache is discovered!!!!
750 gp
A Magic Ring
ID magic: 2d20 ⇒ (4, 15) = 19
Kaelah is able to penetrate the magic rings aura and discover it is minor protection.
+1 ring of protection!!
Having explored the first building, you move to another, or you investigate the fluttering of wings up in the attic of this house.
Four of the larger buildings appear to be a smelter - 4, church - 13, stable 8 and storehouse 9.
The tracks lead to a large building where the ore is processed -1.
Which building or attic??
GM Tribute |
As you consider moving to the attic, you think someone should wear the ring. Since Gilbert is going up, he has it for now.
Going up the single stairway to the sloped attic, Gilbert notices it smells like bat dung.
Gilbert Per/Bat Per: 2d20 ⇒ (16, 14) = 30
The bats attack and swarm you as the hatch is opened. Three bats attack each character as they attempt to bite the intruders.
To speed things up, bats are AC16 with 2hp each, they provoke as they attack, so if you beat them in initiative, you get AoOs too. Many if you have combat reflexes and even lose init
Shandor1d20 + 3 ⇒ (4) + 3 = 7
Amarisa1d20 + 3 ⇒ (2) + 3 = 5
Thallan1d20 + 3 ⇒ (14) + 3 = 17
Iscarel1d20 + 3 ⇒ (11) + 3 = 14
Ivan1d20 + 1 ⇒ (3) + 1 = 4
Lorkan1d20 + 0 ⇒ (13) + 0 = 13
Bats1d20 + 2 ⇒ (4) + 2 = 6
All but Amarisa and Ivan get a free whack and a whack on their turn. Extra Whacks for combat reflexes.
Lorkan Millsman |
Scimitar AOO: 1d20 + 3 ⇒ (5) + 3 = 8 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Scimitar Attack: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Crit Check: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Dolleen Mullick |
initiative: 1d20 + 2 ⇒ (18) + 2 = 20
staff AoO: 1d20 + 3 ⇒ (5) + 3 = 8
Dolleen swings full force at one reflexively. "Ooop. Sorry. Go on naw... find y'self some other shady spot. No biting'n no poopin til yer out th'door." She then tries to herd out the ones near her with light whaps from her staff. She notices Gilbert popping them in his grip like soap bubbles, and sighs...
"Go on. Fewer mouths to feed now... so...."
staff non-lethal: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
damage: 1d6 + 2 ⇒ (2) + 2 = 4
Kaelaah |
Kaelaah, Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Kaelaah, Longspear: 1d20 + 1 ⇒ (3) + 1 = 4, missing
Kaelaah, Longspear: 1d20 + 1 ⇒ (4) + 1 = 5, missing
Kaelaah is swift to react to the swarm but he flails terribly with his spear... catching naught but air with each thrust...
Assuming I could have hit a few bats with reach weapon...but missed badly anyway.
Fernand d'Apcher |
Init: 1d20 + 3 ⇒ (15) + 3 = 18
Rapier AO: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Rapier standard: 1d20 + 4 ⇒ (2) + 4 = 6 for Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Fernand is able to see the bat flying at him just in time to skewer one with his rapier.
-Posted with Wayfinder
GM Tribute |
For a simple combat, all bats will use the same die roll per player. If you have three bats, bat #3 may be relevant.
bat #1 hit/damage: 1d20 + 6 ⇒ (13) + 6 = 191d1 ⇒ 1
bat #2 hit/damage: 1d20 + 6 ⇒ (11) + 6 = 171d1 ⇒ 1
bat #3 hit/damage: 1d20 + 6 ⇒ (20) + 6 = 261d1 ⇒ 1
bat #3 confirm/damage: 1d20 + 6 ⇒ (11) + 6 = 171d1 ⇒ 1
It is a good thing they are only bats
Defending their lair, the bats bite with a fury.
Order
Party in any order
bats
Kaelaah |
Kaelaah, stepping backwards from the swarming bats, contorts his hands into an arcane gesture and aims a flurry of ice upon one of the creatures...catching it mid-flight, it freezes instantly and falls to the floor where it shatters in a curious crystalline bloom...
Kaelaah, Ray of Frost vs Bats: 1d20 + 3 ⇒ (14) + 3 = 17, hitting for 1d3 ⇒ 3
Laro Farfeet |
Rapier AoO: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d4 ⇒ 4
"Hey! Oh! Ow! That hurt! I'm going to have nightmares now."
Rapier: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d4 ⇒ 4
After being bit twice Laro kills another bat leaving him with one left attacking him.
Lorkan Millsman |
Eager to be rid of the flying pests, Lorkan continues the weaving of the scimitar.
Scimitar AOO: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Scimitar Attack: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d6 + 2 ⇒ (4) + 2 = 6