PDA

View Full Version : IC: A Madness in Hepmonaland



inexorabletruth
2013-10-30, 08:36 PM
Initial Location:
Oerth, Hepmonaland, Country Cree, the city of Ibra Down (pop. 24,000)

http://whitneycarter.files.wordpress.com/2012/10/fantasy-city.jpg

Cree is the largest county in the island nation, and home of the capital city Golden Bay. Ibra Down, a large city, is a two day march northwest from Golden Bay and is the third largest city in the county. It serves as a land route connecting the port cities to the mainland. Ibra Down thrives mostly on tourism and trade, since it's such a beautiful region, but it also has a thriving agricultural and ranching industry. Although the land is well defended by kingdom guards, adventurers frequent the region as a great place to load up on valuable common and exotic supplies.

Plot:
A recent plague or curse has been destroying the minds of arcane casters in Hepmonaland. The cause of the insanity is unclear, but it is turning even the most benevolent wizards into psychopathic murderers who terrorize villages and cities until something either kills them or someone imprisons them. This has naturally caused great social and economical turmoil throughout all regions of the island country. Divine casters and leaders of religious or anti-arcane orders are calling this "divine retribution" in response to the hubris of wizards and sorcerers, and in certain regions this has sparked proverbial witch hunts to seek out and imprison or slay arcane casters wherever they may be found. Merchants, who no longer receive a steady supply of highly prized magic items, have spiked prices to capitalize on their newfound rarity. And a growing anti-arcane sentiment has channeled the growth of mercenary troops and militia bent on hunting arcane casters and creatures for bounties.

People of Interest:
Adept Gabbie Green: lvl 17 Female Human Adept (CN)


Adept Green is head of a holistic order that deals mostly in natural healing medicine and midwifing. She is old and very powerful, and has at least some influence in all the hospitals and apothecaries in Ibra Down.

Lady Priscilla Ibranne: lvl 19 Female Human Aristocrat (LN)


Lady Ibranne is a direct descendant of the original founder of Ibra Down and head of the city's council. She has ruled the city wisely for 57 years, but at her feeble age will soon be relinquishing her crown to her eldest son, Lord Arnold Ibranne.

Krusk Irontusk: lvl 14 Male Half-Orc Barbarian (CE)


Krusk runs the Dented Skull Mercenary Guild on the outskirts of the city. They handle the work that the city guards don't have the manpower or willingness to do.

Marvin Silverwater: lvl 22 Male Half-Elf Bard (CG)


Leader of the Lutes and Liars Entertainment Group. He's a former adventurer and an excellent source on lore, travel advice, and rare maps… for a price. He seems to be mysteriously immune to the plague. Perhaps it has something to do with the fact that he was never fully sane to begin with.

Archbishop Daniel Lyonsbane: lvl 15 Male Human Cleric (LG)


Leader of the Temple of Pelor, the most influential temple in Ibra Down. His temple provides powerful healing and other blessings. It is tradition to visit their temple to offer some form of tithe as a blessing.

The Venerable Francis O'Toole: lvl 41 Male Human Commoner (NN)


Master O'Toole is the wealthiest man in town- even wealthier than the nobles. As a merchant and savvy investor there are few who would challenge his authority on the council or question his decisions regarding the city's future. Even though Lady Priscilla is technically the ruler of the city, it's Master O'Toole who really calls the shots. There's little doubt and even less proof that he has some influence in the organized criminal syndicates in the city.

Headmistress Qillathe: lvl 24 Female Elf Druid (NG)


Headmistress Qillathe tends the grove of worship for the Druidic Order of Ehlonna. The temple doesn't have near the wealth or influence as the Temple of Pelor, but it's a beautiful and peaceful tourist attraction/nature museum, where many adventurers and outlanders, unaccustomed to the noise of the big city, can come to seek restful solace in the grove of ancient trees and dark caves.

Namfoodle "The Knack" Nackle: lvl 39 Male Gnome Expert (LN)


Knack is a wealthy and eccentric old businessman who runs the Tinker's Guild. Most industrial businesses from alchemical plants to siege engine factories pay some homage to his guild and most of the shops in the city are run by his guild members. The ones that aren't tend to eek out a meager existence in the poor quarters or the black market.

Gunnloda Holderhek: lvl 27 Female Dwarf Fighter (LG)


A retired local hero. She settled down with her husband in a place of honor on Lady Priscilla's expansive estate. She served Priscilla's father and grandfather in many wars, but now, she is half blind, peg-legged and baring a gruesome hook where her left hand used to be.

Matron Engong: lvl 12 Female Half-Orc Monk (LG)


Engong is the leader of her small monastic order, The Way of the Sun and Moon. She is humble and polite, but socially awkward and keenly aware of her intimidating features. She therefore choses to cover her orcish face when in public.

Captain Peter Cronus: lvl 14 Male Human Paladin (LG)


Captain Cronus is captain of the guard in Ibra Down, and faithful templar of Pelor. He is young and sometimes incredulously altruistic, but shows a lot of potential. Gunnloda holds him in high regard as her successor.

Sergeant Hansel Cronus: lvl 14 Male Human Ranger (LG)


Sergeant Cronus is Peter's younger brother. He lacks Peter's ambition and passion and is comfortable with Peter taking the lead in most situations. They often travel together and complement each other perfectly.

Portia Thorngage: lvl 19 Female Halfling Rogue (CE)


Leader of Stiletto, the unofficial thieves guild in Ibra Down and other nearby provinces. If it's black market goods, political secrets, or the company of a pleasure slave you seek, Stiletto can get it for you… for a price. Safe houses or representatives can be found by the branded image of the stiletto on door frames or tattooed on the back of their necks. High ranking Stiletto members will carry the exotic weapon on their person and are quite proficient with their usage.

Zook the Red: lvl 16 Male Gnome Sorcerer (NG – CE)


The first known victim of the curse that has begun to drive arcane casters insane. He went on a psychotic killing spree, murdering 16 of Ibra Down's civilians before finally being caught by the town guard. He now resides in shackles in St. Irvine's Asylum. Zook was once a brilliant sorcerer and well-loved by the royalty in the city and surrounding regions. Now he sputters nonsense and expresses savagely violent behavior to anyone who disrupts his insane rantings.

Sergeant Lee Greenwald: lvl 21 Human Warrior (LE)


Lee is a seasoned veteran of many outpost raids and local skirmishes. He's a brutal and abrasive perfectionist who has no tolerance for weakness. His sadistic side shows when he corners a thug who makes him chase them down. His subordinates respect him though and believe strongly that he suffers from PTSD, as evidenced by the mysterious self-inflicted scars on his left arm.

Grandmaster Abram "Mystro" Kelson: lvl 18 Human Wizard (NN - ??)


Headmaster of the Mystic Order of Three in the Tower of Secrets. There are three wizard towers in Ibra Down: The Ruby Tower, The Tower of Knowledge and The Tower of Secrets. Each tower is dedicated to a different deity of magic. These serve both as places of worship and places of study until recently where they served as places of terror and death. Grandmaster Kelson, unsure how to break the curse that was driving mages insane, summoned all the mages of the city into his tower and sealed all exits until a solution could be discovered or they all died trying. It is unclear if anyone is still alive in that tower, and no one within the city knows how to break the seals to find out.

Places of Interest:
The Merchant District: For all things non-magical, this is the place to be. Ibra Down has one of the most vibrant merchant districts in the country. Anything can be found here... legal or otherwise. But watch out for thieves, muggers and pickpockets. When the sun lowers, these types rule the streets.

The Tourist District: This is a popular hotspot for all travellors to the region. Temples, hotels, taverns, dance halls, and local oddities can be explored here, including a living topiary garden run by the Druidic order of Ehlonna!

The Royal District: Mostly seen from the gates, one can only enter the Royal District by invitation. It's heavily guarded around the clock by proud warriors in shining silvery armor. Once a day however, guided tours of the opulent district are offered for 10 gold per guest.

The Poor District: It's not just a pretty name. The slums of the Poor District are the grimy domain of Stiletto. Only crooked guards dare to walk these streets at night. The place is safe enough in the daytime, however, if you mind your own business and keep your hands on your weapon at all times.

The Cemetary: Located just south of the Ruby Tower, the city's cemetary hosts the remains of some of the most famous adventurers, nobles and heroes of the region. For a historical study, it's a must see. Powerful magics protect the graves of the dead from being pillaged. But they also keep meddling necromancers from building an army there.

Shops, Temples, and other Important Sites:

Green's Shoppes: Any shoppe stamped with the Adept Green's Seal of Approval is a trustworthy shoppe for herbs, poltices and other forms of non-magical healing. Non-magical alternatives are growing in popularity every day for their low prices, and nearly comparable effectiveness. These shoppes are located mostly in the Merchant District, but they can be found in all districts. Be alert for forged seals in the Poor District though.

The Dented Skull: It more closely represents a massive tavern bristling with weapons. Sporadic brawls or other tests of strength will signal that you have arrived at the right place. It's unwise to show weakness or fear here, but brave adventurers can find all sorts of work if they can prove their worthiness. The bounty boards are always full here. It's located in the Tourist District.

The Master's Theater: Run by none other than Mister Silverwater himself. The theater is ostentatious to say the least and is known for it's brilliant productions and over-the-top special effects. For a night to remember, look for him in the Tourist District.

The Temple of Pelor: In spite of the unimaginative name, the temple is the most powerful and influential place of worship in town. For a small tithe, the priests there will gladly bless your harvests. It's hard to miss. It's the giant golden tower right on the border seperating the Tourist District from the Royal District.

Elhonna's Respite: Located in the Tourist District is a strange and mystical grove filled with ancient and beatiful trees and other foliage. For those who wish to remain in the city, but prefer the solace of the wilderness, the Druidic Order of Ehlonna offers a safe haven in the midst of the hustle and bustle, as long as they do nothing to damage the grove the druids work hard to protect. The Order accepts donations for their services but do not require payment. They also manage the...

Living Topiary Garden: found next to Ehlonna's Respite. The garden serves as a tourist attraction to fund the Order, and also as guardians of the grove.

The Knack's Shoppes: If a shop has The Knack's “thumbs up” seal, you can bet it produces some of the finest manufactured goods in the city. Whether you're purchasing a simple hammer or purchasing a ticket to ride one of the many airships floating across the evening sky, look for The Knack's logo.

The Way of the Sun and Moon Monastery: The poor, wretched and homeless will often seek refuge within this meager yet sufficient temple. Only those who work may stay and in return, she offers training, housing and food. Her work placement program is among the most effective crime-reduction programs in the city and therefore is subsidized by the city to continue to function as a non-profit organization. Located in the Poor District.

St. Irvine's Asylum: Located in the Poor District. The Asylum houses some of the most dangerous criminals in the city. It's protected by a massive anti-magic field and guarded by some of the grittiest warriors the city has to offer.

The Ruby Tower: Located in The Cemetary, the Ruby Tower was once one of the three most powerful wizard's towers in the city. Now it's barely more than a memorial hall where tourists come to remember the dead. The worship of Wee-Jas, once a common act in this tower, is now practically forbidden within its forlorn halls.

The Tower of Knowledge: Located in the Tourist District. The Tower is the city's largest public library and temple of worship for the god Boccob, though lately, Boccob's influence over the city has waned. Books can be read and copies of excerpts can be produced for purchase here.

The Tower of Secrets: Located in the most secluded part of the Royal District, the Tower of Secrets is now little more than a prison housing nearly all the wizards and sorcerers in the city.

Characters You've Met:
Master Grundy


Alignment: NN
Level: Estimated 3-5
Class: Commoner
Race: Human
Gender: Male
Residence: Ibra Down, Poor District
Role: Shoppe Owner/"Grundy's Smithy"
Guild Affiliation: O'Toole's Merchant Guild

Master Grundy is a professional blacksmith of 36 years. He's getting old and can't keep up with the demand for mundane and masterwork items, so he's started hiring temporary work at the forge to help with the smaller projects. He's a good, honest man, if a bit rough and filthy. He's largely built, for his age, and hardy. His clothing and knuckles are covered in burn scars. He frequently wreaks of burnt metal, tobacco and cheap beer. His voice is gravelly, like a man whose lungs are blackened by too much coal and ash. His face is cracked and reddened by rosacea and his thick black beard and tangly mess of dark hair would likely be gray if it weren't for all the soot in it. His wife and son are passed away, but he has a grandson now serving in the Ibra Down military.

SURROUNDING REGIONS:
The Crags of Ranador: Located a half day march north of Ibra Down is a small mining town that is built on the steep and jagged rock of Ranador. It is isolated and mostly occupied by humans. It frequently suffers from kobold and troglodyte raids, but the people there are hardy warriors who guard their iron and gemstone hordes greedily.

It's another typical day in Ibra Down. Evening will soon be approaching and you have finished another hard day's work and are just about to collect your weekly pay.

For the sake of convenience, Mortria and Adrian are coworkers and this is how you know each other. Master Grundy lowers his heavy hammer, grabs a filthy rag and wipes his grimy face. He nods his head knowingly, and grabs two bags that jingle with coin and tosses them at each of you respectively.

"Ya kids've done well. Ah woultn't mind havin' ya fer another week at th' same rate, if yer in'erestet." He shuffles and smiles broadly, showing a few missing teeth.

About Master Grundy:
Master Grundy is a professional blacksmith of 36 years. He's getting old and can't keep up with the demand for mundane and masterwork items, so he's started hiring temporary work at the forge to help with the smaller projects. He's a good, honest man, if a bit rough and filthy. He's largely built, for his age, and hardy. His clothing and knuckles are covered in burn scars. He frequently wreaks of burnt metal, tobacco and cheap beer. His voice is gravelly, like a man whose lungs are blackened by too much coal and ash. His face is cracked and reddened by rosacea and his thick black beard and tangly mess of dark hair would likely be gray if it weren't for all the soot in it. His wife and son are passed away, but he has a grandson now serving in the Ibra Down military.

Roll a Profession Check (as a trained check) to determine how much money you made this week as noted on pg. 80 of the PHB, please.

missmvicious
2013-10-30, 10:42 PM
Profession check!
[roll0]

Mortria catches the bag with ease, "I'm sure ya would, but its abou' time to get moving. Its been a bit to long since I got some action. " she opens the bag and eyes the contents. This is less then I'd expect for dwarven armor. She scowled briefly at the contents of the bag before looking back to the room. " I think its abou' time to round some corners." She says pulling a flask from some where on her person and taking a swig.

TheMentalLizard
2013-10-31, 12:21 AM
Profession check [roll0]
Adrian caught the bag with a smile. "I'd like to but I think I'll head out too. I feel as if I've been away from nature for far too long." He looked inside the bag and shrugged.

missmvicious
2013-10-31, 12:35 AM
"Ya planning on heading straight out of town or stopping by the Dented Skull for some work first Aiden?" Mortria asked wiping the last bits of dirt and sweat from her squarish face.

inexorabletruth
2013-10-31, 03:15 AM
Master Grundy grunts his understanding and wishes you well as the two of you wander off into the wild streets of the Poor District

Outside the blacksmith shop, the bustle of the city streets is in full swing as shopkeepers begin to close up for the day. The wailing cries of the diseased and starving mingle with the untrained caterwauling of peasant entertainers and shills. Rats scurry past street vendors and filthy orphaned children scramble between bustling men and women who are trying to get home to their families. The taverns will be open soon, and when night sets, Stiletto will have free run of the alleyways.

A beggar smiles up at you, holding out a grimy hand. His breath is rancid with bitter wine, and his thinning hair juts from his threadbare cap like straw. "Go' a copper do ya? I go' sixsh kidsh a' home, an' me wife, she'sh terrible shick an all."

TheMentalLizard
2013-11-03, 02:40 AM
Adrian smiled down at the beggar and reached into coin purse. He gave the man a copper piece "Here."

missmvicious
2013-11-03, 02:52 AM
Mortria scoff and eye rolls as Adrian hands the coin to the beggar. As they walk away she says "Ya know ya didn, have to do that. Giving yer hard earned money away that way." She sighs. "I don' know if I'll ever understand humans." and she shakes her head. "Speakin of coins though, I think I'm gonna visit The Crystal Skull. Might as well get paid for doing what I do best."

inexorabletruth
2013-11-03, 03:07 AM
The old man smiles at Adrian obligingly. "Whereaboutsh ya headin'? Y'shay the Cryshtal Shkull? Y'mean tha' Dented Shkull den? Ya musht be mershen'ries. Oi've 'eard tell of..." He yammers on for a bit about various heroic deeds, always trying to get your attention until Mortria notices a strange tugging on her coin purse. When she looks, she sees a little boy with his tongue jutting out of his mouth for concentration and his right hand trying awkwardly to loosen the string securing your precious currency!

"YER MADE!" The old man shouts.

The boy looks up, smiles and laughs once apologetically at Mortria, then bolts for the safety of city alleyways just as the old man turns and runs as well.

missmvicious
2013-11-04, 03:47 AM
"Damned thieves. Oughta cut off the offending hand!" Mortia shouts after the begger and boy, shaking her fist after them. Seeing as they didn't actually make off with her precious metals she doesn't chase after them. "Can't wait to get the hell outta this dump. To much filth in this part a town."
She kicks a stone in the rode as she continues walking, her destination (the dented skull) unchanged.

inexorabletruth
2013-11-04, 05:27 AM
You pass through the winding streets of the Poor District, past the haunting asylum, the monastery, various warehouses and small shops and on through the Cemetery. A strange mist covers the ground and swirls around the Ruby Tower, one of the few active structures in the Cemetery. You plod on, and eventually, the stench of filth and decay are replaced by the smell of cooked meat, seductive perfumes, and exotic oils. The cracked and narrow hewn stone floors feed into broad, lantern-lit cobbled roads. And the welcome sound of cheery merchants, peddlers and street performers begin to blend together like a chant to the gods of commerce.

You cut all the way through the Merchant District until you get close to the city gates, where you find a giant wooden sign swinging from a rusted chain. "The Dinted Skul" it reads. The sign hangs over a weirdly designed, giant shack, made of a combination of hides, wood and old shields.

http://images3.wikia.nocookie.net/__cb20110202031910/fallout/images/4/47/Aerotech_office_tent.jpg

Inside, you hear a raucous, as if a dozen grizzly bears were all fighting each other at once. The interior, though difficult to see through the full length wooden shield being used as a door, seems to be lit with an orange light. Long, broad shadows flit about it in an excited frenzy. Something collides into the door jam with such impact that it shakes the whole building.

TheMentalLizard
2013-11-06, 11:29 PM
Adrian slipped next to the door and put his well trained ear on the door and listened carefully. He then peaked inside to figure out the scene before him.
Move Silent check![roll0]
Listen Check! [roll1]
Spot Check! [roll2]

inexorabletruth
2013-11-07, 04:17 PM
Adrain:
The cacophony in the room grants your light footsteps some cover as you tiptoe over the door. Off-key, brackish music is playing inside, and you can hear a variety of languages, or perhaps badly slurred Common coming from the inside. Either way, it sounds like a hell of a party going on inside. You find a joint between to shields made into wall siding, and push it aside to create a peephole.

An assault of offensive odors punch their way into your nose: sweat, filth, rancid breath and dried blood. You see wild flailing from a dark-haired brute in breastplate armor. He seems to be the one who was slammed into the wall. He sputters a strange insult and charges back in at some unseen assailant, only to slam back into the wall again, this time landing right next to the peephole. Some of his hair juts through the opening and brushes against your lip. It's greasy and straw-like, and a small parasite crawls away from you back into the thick mat of unkempt hair. Clearly sanitation isn't a priority for this individual.

"Oh don't be such a baby, lest I shove you back inside your mother's slug-infested womb, that you may develop a bit more before she squirts you out of her rancid… nethers." says the voice of the one obviously in control of the fight. He lets go of the dark-haired brute and his voice changes dramatically, to one of joviality. "Twas only a joke!" he laughs. "There is certainly no need to get so riled. Am i right?"

The brute straightens his armor and growls before moving away from the door jam, clearing the view for the rest of the room. There's a massive orc at the back of the main chamber. He's sitting on a makeshift throne, socializing with several other warriors, clearly colleagues or admirers. In another part of the room, two humans are grappling and rolling around on the floor, fighting over who gets the larger share of the reward for a bounty. A large crowd has congregated around an arm-wrestling match in another part of the room, cheering and gambling their hard-earned gold away, and a small band of merry-makers play a series of crude, homemade instruments: clay jugs, an ocarina, two sticks, and a washtub bass. They have a bucket at their feet, and occasionally someone drops a copper in there. The way is open for you to enter.

Mortria:
You watch as Adrian approaches the door. The noise inside doesn't sound much like panic. It's just a wild place, and you have little reason to believe anything walking there to stir up real trouble would live long enough to cause it. After all, the room is filled with battle-hardened adventurers and mercenaries.

missmvicious
2013-11-08, 02:54 AM
Mortria looks expectantly at Adrian. "Well? Can we go it?"

TheMentalLizard
2013-11-10, 02:53 AM
Adrian nodded and made his way through the entrance.

missmvicious
2013-11-10, 03:04 AM
Mortria follows Adrian in to the dinted skull, her fingers running across the handle of the ax strapped to her hip. Possibly in anticipation.

inexorabletruth
2013-11-11, 02:34 AM
You open the door to find almost exactly what you expect to find in a place that can't spell "dented" correctly. The inside is solidly built of strong wood and iron. A warm fire glows in a hearth near the back of the room, giving off an undulating orange-brown light, and a candlelight chandelier dangles from a high vantage point in the middle of the room.

http://fc05.deviantart.net/fs70/f/2011/144/d/5/in_the_tavern_by_tamplierpainter-d3h3qfw.jpg

The room is filled to bursting with mercenaries, adventures and cutthroats who mill about near various tables. The place vaguely resembles a cross between a tavern and a town hall.

A hairy half-orc stands behind a bar in the one clean area of the whole place, sliding frothy mugs of beer to anyone who tosses him a handful of coppers. Next to the bar, a small band of awful musicians honk out a ragged old bar song. The table to your right shudders from the loud percussion of a hard-knuckled fist slamming to its surface. An arm wrestling match ends abruptly with the champion launching himself to a stand, holding a bag of coins that he'd just won off his opponent. The table to your left has a group of people playing cards. Two tables down, two men are playing a strange dice game of unknown origin. And at the back, opposite the hearth, is a massive orc sitting on a makeshift throne. He appears to be getting invited to a game of darts. Next to him, you see a large banner that reads:



Dinted Skul Mersonery Gilds Bownty Bord!
Dinted Skul gets 10% uv all yor ernings up frunt no exepshuns!

Underneath the banner is a large board with several pinned up sheets of parchment.

missmvicious
2013-11-14, 12:50 AM
Mortia jerks her head in the direction of the bounty board as a signal to Adrian before making her proud strides over to it. On her short dwarven legs.

TheMentalLizard
2013-11-15, 01:49 AM
Adrian followed Mortria and read the banner. He smiled and chuckled at the multiple misspellings.

inexorabletruth
2013-11-17, 03:13 AM
A squat, fat little goblin intercepts your path and the giant orc turns his attention toward you as you two approach the bounty board. The goblin is dressed fashionably, with a flowing hooded tunic, fitted leather pants and polished riding boots. His electrum-buckled belt is slotted for a variety of items, including wands, scrolls, daggers and pouches, and a finely crafted mace dangles from a loop on his hip. His wrists are clasped with ornate armbands, intricately marked with strange writing and clinging onto the tip of his piglike snout.

The goblin's voice is clear and articulate, if a bit shrill as he addresses the dwarf. "Thinking about picking up some work?" he states, more than asks. He then sizes you up and sneers at your lower level gear. "Judging by your equipment, I'd say you're new to this, and I don't recall seeing you in the Dented Skull before."

He unrolls a scroll and adjusts his spectacles and begins speaking.

"Taking a job from Master Thundertusk constitutes an agreement between the Dented Skull and the client. Failure to complete the bounty offered will result in loss of pay for the bounty to go to replacement mercenaries. Further action, up to and including your assassination depending on the terms of your failure, may also result from said event, since the reputation of the Dented Skull is at stake under these circumstances. The Dented Skull holds no guarantee of safety to, nor does it offer protection for, the contractor, the client, or any affiliated parties, but simply acts as a broker between client and contractor. The Dented Skull does not morally censure the nature or legality of an assignment, as that is the responsibility of the contractor to determine for himself or herself. In cases where the client choses to remain anonymous, all transactions between the client and contractor will occur between the contractor and Master Thundertusk or an appointed liaison," he pauses and lowers the scroll to look Mortria in the eye, "that would be myself," then goes back to his scroll. "for matters of mission acceptance, completion, payment and any other questions pertaining to the bounty in question. If you are a client seeking to offer a bounty, request a private audience with Master Thundertusk or an appointed liaison--again that's me--and an appointment will be made for you to discuss the conditions and price of the bounty. Master Thundertusk or an appointed liaison must receive the mandatory 10% advance on the bounty before a bounty can be posted. If you accept these terms, please step forward and sign your name, or leave your thumbprint on the," he gestures toward an opened book on a pedestal next to the bounty board, "registration book before you."

He rolls up the scroll, and takes a deep breath. "Well? Get on with it then!"

One of the giant orc's friends tries to coax him into throwing the dart, but the orc simply grabs his friend by the face and nonchalantly throws him to the ground, never taking his eye off the two of you.

Adrian scans the bounties and discovers some fairly easy ones that still haven't been claimed:

CR1: 100 GP (Al levl 1 arcayn casters ar 100 gold: ded or aliv)
Ibra Down needs assistance patrolling the city streets of the Poor District. You'll mainly serve as a deterrent, but if trouble breaks out, you will be expected to respond, as well as send for help from the city guards. Report to Sergeant Greenwald to apply.
Requirements: Minimum two people to work as a team. No arcane users. Some skill with a weapon. Lawful alignment preferred.

Gandy Fox runs an exotic tavern in the Poor District that can sometimes get a little rowdy at nights. He needs you to keep the peace. You'll get your pay plus a share of the tips, provided you keep the dancers safe. Report to the tavern an hour before sundown.
Requirements: No arcane users. No weapons.

Mister Silverwater needs acrobats, wrestlers, jugglers and musicians to keep the crowds entertained while the actors prepare the stage. First come first serve for the applicants, but new auditions are held daily.
Requirements: Arcane casters must pass a sanity exam. Some experience entertaining crowds preferred. All applicants must pass an audition to be accepted.

Within the same grouping, you also see a sealed bounty with the stamp of Stiletto on it.

There are several more for higher bounties and greater challenges if you are interested...

inexorabletruth
2013-11-22, 03:24 PM
Mortria scans further down the board to the more difficult bounties…

CR2: 200 GP (All level 2 arcane casters are 200 GP: dead or alive)

Matron Engong has been getting harassed lately by members of Stiletto for protection money. She's a strong and capable monk, but she can't fight all of them off at once. She will pay you to help her deal with this threat to her precious home.
Requirements: Some combat training.


An expedition out to the Ibra Forest to retrieve valuable resources for the city is heading out in the morning. Although the Forest is patrolled by capable Rangers, bodyguards are still needed to make certain the expedition goes off without a hitch.
Requirements: Some combat training. Survival or Nature training preferred.


Kobolds in the Crags of Ranador have been breeding rapidly, and their numbers are getting too big for the local population to defend their borders. Mercenaries are being sourced to located and destroy kobold dens in the region.
Requirements: At least two kobold dens must be destroyed to receive payment.

Below this you see another sealed envelope, but the seal is unmarked.

TheMentalLizard
2013-11-23, 02:20 AM
Adrian studied the bounty wall. He found a few jobs he felt he would be good for but he didn't want to make a desicion right away. "What do you think?" He asked, turning his gaze twoards Mortria.

missmvicious
2013-11-23, 02:38 AM
Mortria tunes the goblin out after about his first sentence. Blah blah blah She thinks to herself trying to focus on reading the bounties.
Not bad...meh...is he really still going? *grunt of amusement at the visual of herself preforming* meh...not bad...ooooooo
Mortria shoots a side way glance at the orc who seems so fascinated by them before answering Adrian. "Tha one seems like the best one to me" she says pointing at the one about the crags. "But these two don't sound bad either" she adds point at the bouncing or body guard work. "Which do ya think?"

TheMentalLizard
2013-11-23, 10:54 PM
"how about we go with this one?" Adrian suggested, pointing at the bounty poster detailing the job about slaying kobolds.

missmvicious
2013-11-24, 01:18 AM
"That sounds like tha best choice too." Mortria nodded. She paused for a second not 100% sure how one actually took a bounty, so she did what seemed like the natural choice and plucked the notice off the wall and nodded again.

inexorabletruth
2013-11-24, 02:49 AM
Quicker than you'd expect from a goblin, the fat little monster slaps Mortria's hand before she can reach the bounty. "Are you deaf, or just plain stupid?!" He shrieks at Mortria. "Sign here!" He stabs his index finger in the direction of the book. "If you're illiterate, you may leave your thumbprint in the registration book AS I JUST EXPLAINED IN PLAIN COMMON!"

As you both register in the book, the giant orc closes the distance between you and him with a few purposeful strides. "Sho," he growls baring a row of sharpened teeth and two dagger-like tusks, "You lot're in'ereshted in the cragsh misshion? Misshion's ongoing until huntin' sheashon'sh over. Fer ev'ry two densh, ya get two hunnerd gold. Head out to the cragsh an' look fer Ronnie. He'll shend ya out with a guide."

He claps both of you on the shoulder. Though the slug seems friendly, it hits surprisingly hard and his hands are heavily calloused. "Krushk'sh the name. Good luck. Come back when yer ready t' earn more money."

What you know about The Crags of Ranador:
The Crags of Ranador: Located a half day march north of Ibra Down is a small mining town that is built on the steep and jagged rock of Ranador. It is isolated and mostly occupied by humans. It frequently suffers from kobold and troglodyte raids, but the people there are hardy warriors who guard their iron and gemstone hordes greedily.

missmvicious
2013-11-25, 05:29 AM
Mortria eye rolls as the goblin go on again. Something about an uppity goblin makes her tune out. She isn't initially unpeeled about the orc either but she warns up a bit with his friendly tone and short and to the point speech pattern. She turns to Adrian "I dun want to head out tonight, you wanna get into tha adventuring spirt with some ale?"

inexorabletruth
2013-12-02, 05:49 PM
"I'll talk to the Headmistress Qillathe and ask if we can stay another night. We'll need to save our money if we're going to have to front traveling expenses," Adrian replies, neither approving or rejecting your idea to spend the night partying.

Before Mortria can follow or stop him, she encounters two interesting acquaintances that you've seen around town before: a portly, middle-aged gentleman of the cloth, and a thin, grizzled ranger...

Bonecrusher Doc
2014-01-07, 10:55 PM
"I've been staying at Ehlonna's Respite. I'm ready to join a team to hunt kobolds. They've gotten so bad, I had to abandon my cabin near the Crags months ago. I don't even know what the area is like now. I'm glad to see somebody with some money is interested in clearing it out."

Raginmund
2014-01-07, 11:13 PM
"Ah, excuse me." Says the portly cleric standing in front of you. "I don't mean to eavesdrop, but I couldn't help overhearing that you're taking the job clearing the Crags of kobolds. I have been examining the bounties here and most of them...well they don't really seem my speed. I'm not exactly sure how these things are supposed to work-adventures I mean-but this seems the most classic sort, protecting the good people of Ranador from the vile little villains." He stops to clear his throat. "Perhaps I'm rambling a bit. My question is: Do you need another pair of hands? I'll admit I'm not much in a scrap, but by the grace of Pelor I can heal and perform a few minor miracles. Oh, and my name is Fromm, rhymes with psalm.

Bonecrusher Doc
2014-01-07, 11:30 PM
Rand glances not-too-subtly at the cleric's belly and mutters, "The more the merrier...", without making eye contact with anyone.

missmvicious
2014-01-08, 05:30 AM
"Larger party means gettin through the work faster so sounds decent to me." Mortria says with a shrug though she eyes em over for a moment debating about how helpful a scrawny ranger and a beardless celeriac could actually be.

Bonecrusher Doc
2014-01-09, 10:33 PM
"I'm off to sleep then. I'll stop by the door of this place at dawn. Fill your waterskins, put some breakfast in your pockets, and if anyone has any equipment or spells good for working in tunnels, prepare it. I'm more comfortable above ground and I can't see in the pitch black."

Rand turns back to Ehlonna's Respite without waiting for a reply from his acquaintances.

missmvicious
2014-01-10, 04:29 PM
Mortria raises an eye brow in disbelief that the little man thought it wise to give her orders. He takes off to quickly for him to sock him the face, probably the smartest choice he made. She grumbles a bit about how she's a free spirit and no one could tell her what to do, and certain no toothpick of a man could before finally raising a fist the air and yelling "Time ta drink!'

To the bar!

inexorabletruth
2014-01-10, 05:11 PM
Rand:
Your night at Ehlonna's is quite peaceful, except for the occasional movement within the topiary garden. The druids, who share your faith, pray for your safe journey and grant you purified rations for the trip.

You now have:

1 extra trail ration (blessed, works like Resistance spell)
1 extra water skin (blessed, works like Holy Water)


Fromm:
Your last night at the library is bittersweet as friends grant their fond farewells and well-wishes. They leave you with a survival book to take with you and pray for your safe return.

You now have:
1 book on Wilderness Survival (+1 bonus to survival and +1 bonus to Knowledge Nature)
1 Healing Kit
1 jug of wine

Mortia:
Your night of heavy drinking has granted you lighter pockets and a lightly throbbing hangover, but nothing you can't shake off. You made some good friends and a few enemies though, and you may have exposed yourself to a few patrons… but that's all a little hazy.

You find a note in your pocket though with the mark of Stiletto, and a contact name: Milo Tosscobble. It appears you have earned some regard from the most prominent criminal syndicate in town.


Dawn breaks the sky over Irontusk's ramshackle bounty shack. The place is oddly serene, considering how rowdy it was the night before. Either the other adventures in the region haven't woken up yet, or they've already set off on their respective quests… but either way, there's no sign of life coming from inside the shop.

Raginmund
2014-01-10, 09:50 PM
Looks like I'm the first to arrive Fromm thinks as he arrives at the bounty shack. He thumbs through his new book for a bit until the others arrive.

"Good morning my dear new friends. How does this dawn find you?" He says chipperly as a greeting. Clerics of Pelor tend to be morning people.

inexorabletruth
2014-01-11, 03:59 AM
You are greeted only with a gentle morning breeze. It would appear you're the first from your group to arrive.

missmvicious
2014-01-12, 08:21 PM
Mortria grunts in response to Fromm. She rubs the last bit of the night of heavy drinking from her eyes and asks "Where are the others""

Bonecrusher Doc
2014-01-12, 09:11 PM
Rand emerges from the brush next to the shack where he had been hiding. His dappled cloak had hidden him perfectly - not that it was very hard to hide in the dim light with no-one particularly looking for you.

"I just wanted to make sure nobody was following you," he says, monotone. "I think the road will be safe for a while, especially during the day, but we'll do well to keep our eyes and ears open."

His bow is strung, and he tests one of the arrows in his quiver to make sure it can be drawn easily. His facial expression and tone of voice are as flat as Fromm's is cheerful. His concern for their immediate safety may seem a bit overly cautious to someone familiar with the city.

missmvicious
2014-01-13, 04:08 PM
"And why would anyone be following me?" Mortria asked Rand. The ranger appeared to be an odd man to her.

inexorabletruth
2014-01-13, 05:04 PM
The road to the Crags is relatively short. The only thing you pass is a caravan of mercenaries who's wagon has broken. They're in the middle of a heated argument, because one of them just knew the wagon was a stupid idea, but the other thought if the stupid wheel would keep popping off, it would be great for finding all the loot they're sure to find in those kobold caves.

Regardless, their gear is ragged and minimalistic. One of them even has their sword strapped on incorrectly and it keeps swinging in his way and tripping him. Clearly, they're new to this as well…

If you wish to interact with them, please stop reading.

You carry on for a few hours more. Noon is drawing near and you finally approach the mouth of the mining town. The stench is incredible… the smell of sulfur and flame, singed metal and unwashed workers black from the soot. The town is guarded by a wooden gate and wall made of thick logs. It's crude but effective enough against small raids from barbaric monsters like kobolds. The gates are swung open during the day, and you can see the people inside the town. It's a bit of a stretch calling them civilized, especially considering the splendor of Ibra Down, but the people there seem like a hard-working honest type. Their clothes are bland, androgynous and practical, not to mention, covered in filth. The people you pass give you a semi committed nod of hello as they scuttle past to whatever work they need to get to.

The town itself is simple. There are no true inns, but the occasional house has opened its doors as a bed & breakfast for the mercenaries. Bars, casinos and smithies line the one road in and out of town. There are also several cart merchants and small pavilions vending various smoked meats, vegetables and fruits or alchemical supplies. The town seems to be lightly guarded, but the people here are generally hardy enough to hold their own against a low-level criminal anyway.

Raginmund
2014-01-14, 10:30 AM
"Quite a busy place." Fromm says as he looks around."So what's the first order of business? Do we hit the bars looking for information or do we attempt to find someone in authority and tell them our purpose?"

missmvicious
2014-01-14, 11:11 PM
"We got plenty of daylight left, let's find out where those scaly bastards were last seen and get going. Why waste any time?" Mortria asked. The impending slaughter she have envisioned in her head started tugging at the corners of her mouth and without even realizing it she was smiling.

Bonecrusher Doc
2014-01-14, 11:20 PM
"I can recognize their tracks easily anywhere the ground is soft, but maybe one of you could ask the locals which direction to start looking."

missmvicious
2014-01-15, 12:30 AM
"Okay" Mortria nods, then immediately marches up to the closest adult aged person and asks them "Where have the kobolds been sighted most recently?" She sounds gruff and to the point.

inexorabletruth
2014-01-15, 05:45 AM
"Well hello and nice day to you too," the middle-aged woman retorts with a semi-toothless wry chuckle. "In my day a gentleman like yourself woulda been knocked on his arse fer addressin' a lady without first a proper greetin'."

She looks you, the priest and the ranger over. "Mercen'ries… mmm." She nods as if deciding something for herself. "You want to see Ronnie. He runs the city. Guess you might call him the duke." She points a stubbed finger over towards a modest, if well-build home which by comparison to the rest of the town, would seem luxurious. "He conducts business from his house. There's a main hall at the front door. Just knock 'n tell him yer here for the bounty 'n he'll set you up with a guide of the crags."

Raginmund
2014-01-15, 10:04 AM
"Thank you, good lady." Fromm says with a smile."You've been most helpful."

When they reach the door, Fromm reaches up and knocks firmly four times.

inexorabletruth
2014-01-15, 04:33 PM
A guard opens the door. He bears the mark of Ranador, a mountain with a hammer in it. Their armor is simple, but thick and his longspear looks thicker, heavier and reinforced throughout the haft with metal, almost like a pole arm or glaive.

The inside of the structure, like the rest of the town, is plain and practical. No tapestries adorn the walls- just lanterns. The walls are thick and the windows are narrow. All in all there are four guards, each dressed in the same drab armor. There's a meeting table at the end of the room with a large chair at one end, presumably for the duke. You're greeted by a casually dressed man finishing an apple. He strolls up to you and swallows, staring at you. "Yes?" he inquires unceremoniously.

Raginmund
2014-01-15, 05:05 PM
"Hello, sir." Fromm begins, "We are mercenary adventurers, come up from Ibra Down to seek the kobold bounty. We were informed that you're a man of importance here and might offer us a guide."

inexorabletruth
2014-01-15, 05:59 PM
"Oh! Good. We've got our hands full with the little bastards. You understand the terms, right? Every two dens you clear out, you get 200 gold. No advances, no loans. I'll send a guide with you to show you the dens we've located, but he's not paid to fight. That's your job. If you let my scout die, his funeral expenses comes out of your pay. If he says you didn't do the job you claim you did, you get nothing. Other than that, happy hunting. I'll send a messenger to our guides. They'll have one waiting for you at the mouth of the crags. If you need any supplies for the mission, I suggest you load up now, but be quick about it. Kobolds need killing."

He spits out an apple seed and snaps his fingers. A young boy scurries out a back exit, presumably off to alert the scout.

It doesn't appear that Ranador bothers to stand on ceremony.

missmvicious
2014-01-18, 08:04 PM
Mortria sees no reason to dilly dally and has no need to pick up supplies. She sands still for a moment while waiting, then starts tapping her foot, then waiting dance.
Ready? Let's go!

Raginmund
2014-01-18, 08:15 PM
"I suppose I'm as ready as I'll ever be."Fromm says. "Let's head to the crags."

Bonecrusher Doc
2014-01-18, 10:41 PM
"I don't have much coin to spend anyway."


As soon as the guide shows up, Rand follows at the back of the line, looking about carefully for anything suspicious.

inexorabletruth
2014-01-18, 11:54 PM
The guard isn't too interested in chit chat. He's a bit short for the average human and wears sensible clothing for hiking and mountain climbing. He carries with him a simple sickle and a small cache of darts as well as a special hammock made to hang off cliff sides. The rest of his equipment is centered around wilderness survival, including special climbing gear. "Watch your step through the crags. If I tell you to wait, you wait. Otherwise try to walk where I do and keep talking to a minimum."

Your group sets off for the crags, and within 20 minutes, you find yourself approaching the fracturing wall of the Crags of Ranador. The sight is stunning, though it forebodes treacherous landscape and countless hidden pitfalls.

http://www.twosmallcones.com/wp-content/uploads/2012/06/120528-Castle-Crags1.jpg

He takes you along a prepared path at first, keeping an eye on your balance and coordination on the uneven terrain. After a half hour of struggling through steeper and steeper climbs however, he finally stops and signals for you to come closer and look at an opening in the ground.

"This is an unnatural opening. I believe we've found our first kobold den. I've got some rope to lower you down into it, but it's going to be a tight fit for," he looks at the cleric, "some of you. I'll head off to look for another opening, but will return here to greet you when you finish your work. Bring me some heads as proof of your handiwork and I'll consider it done."

With that, he begins tying up a rope around a sturdy rock. The climbing rope has a special mechanism attached to help lower people down at a controlled speed.

Once in, the bright light of the outside world is narrowed to a single beam coming from the opening you were just lowered into. You can faintly see a crude ladder that has been nailed into the wall of the cave. The steps are awkwardly close together and the planks are uncomfortably narrow. This must be how the kobolds get in and out of the hole. On the other side of you is a thick stalagmite, going straight up like a column. There is very little air flow in here and the room feels small and tight, though it's too dark to see it's full depth.

The next thing you notice are the various bones of small animals and vermin that have been discarded by their residents. Then you notice the smell. It smells completely rotten in here… like a combination of unwashed bodies, death and excrement. Apparently kobolds aren't particularly fastidious. Either that, or they're all dead already.

missmvicious
2014-01-19, 01:51 AM
Mortria was actually grinning despite the cramped quarters and the retched smell. She draws her trusty battle ax and quietly makes her way through the chamber, hoping to sneak up on her first kobold. She signals with one hand for the others to follow her. She holds her ax at the ready, eager for the fight, ready to strike.




If I find a living kobold I make him not living anymore (by attacking it, I readied that and holding that ax with both hands)
Attack 120+4
Damage [roll0]
SKILLZ
Move Silently [roll1]
Listen [roll2]
Spot [roll3]
Attacking the things is still the plan even if I suck at being stealthy. Or if the team plans on dilly dallying. Mortria is not waiting around. NO MORE WAITING DANCES.

Raginmund
2014-01-19, 12:58 PM
Fromm is grateful to be in the cooler underground, the hiking up and over the Crags was extremely difficult for him. Sweat stains discolor his robes from his underarms to his belt.

"Dark in here." He says, almost to quiet to be heard."I have an everburning torch for illumination. I know you don't need it Mortria, but Rand and I are blind here." He takes out his torch and ties it to the top of his pack. The illusory flames lick at the back of his head, but do not burn. He loads his crossbow and gets between his companions.

inexorabletruth
2014-01-19, 04:45 PM
Mortria marches around the large stalagmite and disappears into the darkness just as the Everburning Torch flares to life. Alchemical light fills the cramped chamber like a soundless explosion, rebounding off crystalline treasures embedded in the walls and cascading off tiny strands of water to reveal an array of colors, like a petrified rainbow.

The sight would be beautiful if it weren't for a new sound, a hissing sound, coming from somewhere in the caves. It sounds like the sudden presence of light has startled your quarry.

Bonecrusher Doc
2014-01-19, 10:58 PM
Rand whispers loud enough for the others to hear: "Don't worry about the hissing - the light is worth it! Watch out for traps!"

Not being in front, Rand can't very well look for traps, but he does keep his eyes and ears open.
Spot and Listen rolls to be done as-needed by DM, if that's OK.

inexorabletruth
2014-01-20, 01:12 AM
The chamber, which is now fully illuminated, appears to be donut shaped, with the large stalagmite serving as the "donut hole" so to speak, with the passageways on either side of the stalagmite being a tight fit… roughly 5-8 feet across. There are two paths:
One going south (the direction Mortria went) and one going east. The easterly route seems to widen out, giving more room for you to spread out.

missmvicious
2014-01-20, 02:45 AM
Having locked on to her first target Mortria charges over to the reptilian creature on her powerful little dwarven legs. Figuring the light had given anyway any hope for further surprise she lets out a nice startling "NYYATAAAA!" as she bring her war ax in an overhead arch to slice the kobold in two.

Raginmund
2014-01-20, 10:41 AM
"I was hoping this would be less chaotic." Fromm says to himself as Mortria goes screaming to the south. He edges forward behind Mortria, ready to fire a bolt at the first kobold the light reveals.

Readied Attack
[roll0] Attack
[roll1] Damage

Raginmund
2014-01-20, 10:43 AM
Critical Confirm [roll0]
Extra Damage [roll1]

inexorabletruth
2014-01-20, 04:47 PM
Still startled by the sudden presence of light, the lone kobold that comes into view as you round the stalagmite barely has time to drop what he's working on before Mortria's axe comes flying in towards him.

But the ground is a bit uneven and Mortria stumbles mid-swing. The wild assault falls short, clanging against the stone walls of the cave. The nasty little reptile opens its mouth in response and begins yapping as loud as it can… to which you can hear the yapping of others in reply.

But for all its effort, the call is cut short as a crossbow bolt thuds hard into its skull. The bolt blasts in through one eye and out through the back of its head, launching him backward and to the stony floor. Then you hear a strange clicking sound. The dead kobolds foot appears to be entangled by a small bit of twine.

An arrow flies out of the wall towards Mortria! But the trap wasn't calibrated yet and flies errant, grazing her shoulder.

Mortria:
You receive 1 HP of damage.

The walls begin to echo with the sound of scurrying, yapping, and weapons clamoring. The kobolds are coming.

You each have time to make one more move and action before you are in initiative.

What you currently can see:
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Bonecrusher Doc
2014-01-20, 05:55 PM
Rand gets close to Fromm and his everburning torch so he's not staring into darkness. He raises his bow, readied to shoot the first kobold that comes into the illuminated area.

"Fromm - If you're not too busy reloading, any blessings that would help my aim would be appropriate!"

Raginmund
2014-01-20, 07:33 PM
That was messy.Fromm thinks at the sudden dropped kobold. Guess I'm officially an adventurer now.

He nods at Rand's suggestion and grabs his holy symbol. "Pelor, grant us your light, grant us your strength!" A brief flash of light emits from Fromm's symbol, bolstering him and his allies.

Casts Bless , +1 to attack and fear saves for one minute

missmvicious
2014-01-20, 08:10 PM
Mortria is getting pretty pissed about missing and getting hit with an arrow. She barrels deeper into the the cave and tries taking another swing at the nearest yelping kobold.


Attack[roll0]
Damage[roll1]

Bonecrusher Doc
2014-01-20, 08:29 PM
"Mortria, don't go too far into the dark, we've got to stay together!"

inexorabletruth
2014-01-20, 11:42 PM
Mortria charges further down the cave, swinging her axe at the darkness beyond. Around the bend come a rolling horde of ravenous, reptilian fiends all brandishing nasty, barbed spears.

Mortria encounters the first kobold, meeting it head on with a wild sidelong swipe, which plows into the kobolds chest with a thick thud and sends it skidding across the ground. The pathetic creature clutches at the ghastly wound as its lifeblood pours onto the rocky floor.


The surprise round is now over.

Kobold1 tries to close the torso wide hole in his chest, but does little to stem the flow.


Kobold1 fails his stabilizing roll.

Kobold2, undaunted, wades in, stepping right over the body of his fallen comrade and jabs at Mortria with his spear, which bounces clumsily off Mortria's scale mail.

Mortria, you're up.

Initiative order:

K1 Dying
K2
Mortria
K3
K4
K5
K6
K7
Rand
K8
Fromm
K9


Updated Battle Grid:
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

missmvicious
2014-01-21, 01:05 AM
With a fierce roar Mortria takes a mighty swing at Kobold two. The successful impact only fuels her bloodlust and she ignores Rand and moves further into the cave, eager for more foes.


Attack [roll0] Woo!
Damage [roll1]

inexorabletruth
2014-01-21, 03:55 AM
Mortria's axe chops into the hip of the next kobold, dropping it where it stands.

As she moves to close in the distance on the nearest kobold, Kobold3 sweeps in behind her to shove a spear into Mortria's back, but the clumsy jab can't match her wild fury. The spear jabs too high, hitting nothing but air.

Kobold4 makes a wide arc, picking a careful route behind its companions, until it closes in to melee at Mortria's left hand side. Staying low, it jabs at Mortria's knees, but once again Mortria cleanly evades the assault, leaping over the jabbing spear with effortless grace.

Kobold5 leaps the small pool and scrambles to the attack, thrusting at Mortria's exposed stomach, which rebounds with a sharp "clang" off of her battle-scarred scale mail.

Kobold6 spins his spear high in the air, hoping to club you with the butt of its spear, but the spin only connects with Mortria's flowing locks as she continues to duck and jump in this deadly dance.

Kobold7 scurries around the pool of water and, leaping high, brings his spear thundering down like lighting. Mortria scrambles to defend her exposed shoulder, and just manages to snap her axe in the way to deflect the spearhead, which smashes into the ground.

Mortria survives the assault without a scratch, but is now flanked on two sides, with more kobolds coming to finish the job.

Rand, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Bonecrusher Doc
2014-01-22, 01:09 AM
Rand feels the calming influence of Fromm's blessing as he takes up a position near the cleric, just behind the body of the fallen kobold closest to him. He sights down his arrow carefully, hoping Fromm's torch provides him enough illumination for a good shot. He doesn't like that he's shooting into the melee surrounding Mortria, but he doesn't feel that charging through the narrow chokepoint and over dead kobolds and pools of water will go well for him. He picks out the closest kobold to his left side and looses his arrow.


+1 for Bless, -4 for shooting into Melee
[roll0]
[roll1]
[roll2]

inexorabletruth
2014-01-22, 01:48 AM
Rands arrow can't quite thread the needle. It skips off the rock wall to his left, deflect the trajectory just enough to fly wide of its target, splintering on the stony wall.

Kobold8, still unaware of the archer near the mouth of the cave, charges in behind its brethren, stabbing low at Mortria's knees. The spearhead plunges through the leather leggings leaving a deep gash on the inside of Mortria's right leg.

Mortria, you take 1 hp of damage.

Fromm, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Raginmund
2014-01-22, 10:03 AM
Fromm hurriedly cranks the winch of his crossbow and moves forward as quickly as he can in front of the first kobold he shot.

I'm don't think I can load move and shoot all in one round, so I'll make this roll for the next round, or for this one if I can.
Attack,+1 bless, -4 melee[roll0]
Damage [roll1]
18 bolts remaining

inexorabletruth
2014-01-22, 03:57 PM
Kobold9, not wanting to miss the fun, leaps over the puddle and tramples over his fallen comrades to skewer Mortria in the back.

Mortria is too distracted by the ring of spears to notice the assault and takes a vicious cut to the shoulder.


Mortria, you take 4 damage. Top of the round.

Kobold1 twitches violently after being trampled on. More blood trickles from its grievous chest wound.


Kobold1 fails its saving throw.

Kobold2 reaches out for its destroyed hip, shrieking in agony. The cacophony resounds of the walls like a high-pitched siren.


Kobold2 fails its saving throw.

Mortria, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

missmvicious
2014-01-23, 03:35 AM
Mortria is *slightly* worried about the fact she's now surrounded by these foul reptilian foes. She switches up to a more defensive stance and takes a swipe at a kobold (the one in the cell below her). Then she shifts further from the kobolds, back against the wall, adrenaline pumping through her veins.



fighting defensively.
Attack roll [roll0]
Damage roll [roll1]
Moved one square to the right.

inexorabletruth
2014-01-23, 04:35 AM
The low ledge of the outcropping rock is awkward to squeeze into and Mortria has to crouch a bit to fit, but at least now, no one can sneak up behind.

Mortria is now in a cramped space:

-4 to Melee and Ranged Attacks
-4 to AC vs Melee and Ranged Attacks

Mortria now has cover:

+4 to AC vs Melee and Ranged Attacks


Because of the new positioning, Mortria's strike is clumsy and is easily deflected by the kobold's spear.

Kobold3 lashes out with his spear, but it clangs against the rocky overhand, sending chips of rock into Mortria's hair.

Kobold4 takes a sidelong swipe at Mortria, hoping to get her in the knees, but she manages to slap the attack away with her axe.

Kobold5 rushes in, spear aimed at Mortria's abdomen, but she manages to sidestep the assault. The tip of the spear rebounds against the rock wall behind her.

Kobold6 dances about in frustration, unable to close in on its intended prey. But as Fromm's light gets closer, the monster looks in the direction of the glare and points, yapping out a serious of what sound like commands.

Kobold7, seeing clearly what Kobold6 is pointing at, rushes at Fromm, spear held out before him, but the attack is obvious and clumsy. The kobold squints in the unpleasant glow of the the everburning torch, causing him to dip his spear. The attack hits nothing but air.


Kobold7 moves up 25' and diagonally 5'

Rand, you're up.
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Bonecrusher Doc
2014-01-23, 08:56 AM
Rand leaves the kobold attacking Fromm alone, and instead shoots an arrow at whichever kobold attacking Mortria that he can get a clear shot at.


[roll0]
[roll1]
[roll2]

inexorabletruth
2014-01-23, 09:11 AM
Rand's arrow skips off the nearby rock again, ricocheting off into a fissure on the side of the rock.

Kobold8 shrieks in aggravation at the wily dwarf who just won't hold still and makes another straightforward jab. The strike almost lands true, but glances off her battle-proven chain shirt.

Fromm, you're up.

Raginmund
2014-01-23, 10:30 AM
Oh boy, here it comes. Fromm thinks as the kobold approaches. Luckily it misses and Fromm fires his loaded bolt at it.

Att: [roll0]
Dmg: [roll1]

inexorabletruth
2014-01-23, 06:31 PM
Kobold7 slaps the crossbow aside with the head of the spear and the bolt flies high into the cave ceiling. The dragon kin retracts his spear and lunges forward, stabbing at Fromm's belly. The spear tings against a stud on Fromm's armor and deflects the strike.


Kobold7 got an AoO

Kobold 9 yaps again and lunges at Mortria's axe arm. Mortria's defending swipe come a split second too late and the edge of the spear tip scratches a deep crimson line down her forearm.


Mortria takes 1 damage.

Kobold1 begins to shake violently in its death throws.


Kobold1 failed its saving throw.

Kobold2 manages to stem the flow of blood from its hip.


Kobold2 makes its saving throw.

Mortria, you're up.

missmvicious
2014-01-23, 08:56 PM
Mortria makes another defensive attack at the kobold in front of her.


Attack [roll1d20+5[/roll]
damage [roll0]

Bonecrusher Doc
2014-01-23, 09:34 PM
Rand stows his bow and switches to his kukri.

inexorabletruth
2014-01-24, 02:45 AM
The kobold in front of Mortria sidesteps the attack and her axe swings wide, cutting a misty line through the damp air.

Kobold3 follows the wild axe swing and catches Mortria's blind spot, cutting a thin scrape across her cheek.


Mortria, you take 1 point of damage.

Kobold4 swings low, hoping to catch the surrounded dwarf in the hip, but she manages to pivot at the last moment, and the spear tip jams into the rock wall, chipping off a bit more debris.

But the distraction and effort to evade the assault leaves Mortria's side exposed. Kobold5's spear tip finds a weakness in her trust chain shirt and digs into her ribs. Practically bubbling over with sadistic glee the kobold leaps back, hoisting his bloodied spearhead high and yapping wildly. Blood now trickles from a handful of tiny spear wounds all over Mortria's body.


Kobold5 shifts back 1 space.
Mortria, you take 5 points of damage.

Kobold6 doesn't waste a moment! It hops in right in front of the celebrating kobold and takes another stab at Mortria, but its strike is over-exuberant and jabs wide of the mark.

Kobold7 looks back at its brethren and yammers angrily, before returning its hateful gaze to Fromm. Then, without warning, thrusts its spear at Fromm's belly. The jab strikes true, piercing a hole in Fromm's otherwise pristine studded leather shirt. The kobold's eyes narrow with sinister malice as it relishes in the sight of fresh blood trickling from the garish wound.


Fromm, you take 5 points of damage.

Rand, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Bonecrusher Doc
2014-01-24, 10:01 PM
Rand snarls and charges the kobold that just drew blood from Fromm.

+2 to attack for Charge. +1 to Attack for Bless. And I've been forgetting: +2 to damage for Favored Enemy.
[roll0]
[roll1]
[roll2]
[roll3]
C'mon dice!

inexorabletruth
2014-01-25, 05:23 AM
In a flash too swift to follow, Rand's kukri slices a clean line in the air just in front of Kobold7. The miserable creature looks to Rand with an expression of pure menace and starts to bark out a curse, but blood spurts out where words should've. Its expression turns to confusion when a crimson line begins to drip from its throat. Kobold7 drops the spear, then falls to the ground in a silent heap.

Kobold7 is dying.

Kobold8 attempts a clumsy thrust at Mortria, but hits overhang that Mortria is ducking under.

Fromm, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Raginmund
2014-01-25, 10:28 AM
Gritting his teeth from the pain of his wound, Fromm reloads his crossbow and moves ten feet towards Mortria and his attackers.

inexorabletruth
2014-01-25, 04:02 PM
Kobold9 takes another stab at the beleaguered and wound-weary dwarf, landing a brutal strike to the thigh, twisting the tip as it bores in.


Mortria takes 3 points of damage.
Mortria is now disabled.

Content with the attack, Kobold9 breaks rank and charges after Fromm, eager for another kill.


Top of the Round

Kobold1 shakes one last time before finally succumbing to his wounds.


Kobold1 failed his saving throw.
Kobold1 is dead.

Kobold2 yaps incoherently at the other kobolds, reaching out to its group as if for help.

Mortria, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

missmvicious
2014-01-25, 06:59 PM
Solely for combat advantages and totally not to withdraw (seriously anyone accuses her of withdrawing she will slice their belly open, no need to roll a bluff check cause its no bluff) Mortria moves back towards the entrance of the cave next to Rand.


Withdrawal action

inexorabletruth
2014-01-25, 07:55 PM
As Mortria attempts to make a strategic retreat, Kobold3 stabs at the open air just behind you and Kobold6 strikes the space just in front. The second errant strike, however slows your pace just enough to leave Mortria vulnerable to a third attack. Kobold5 delivers a low jab that pierces Mortria's left calf. Mortria hits the ground with a heavy thud.


Kobold3 misses its AoO
Kobold6 misses its AoO
Mortria takes 1 point of damage.
Mortria is dying.

Kobold3 charges in at Fromm, spear leading the way. The surprising speed catches Fromm off guard. Fromm's armor absorbs the brunt of the damage, but the tip pokes a hole in Fromm's chest armor, leaving a small, scarlet hole in it's place.


Fromm takes 1 point of damage.

Kobold4 steps away from the prostrate form of Mortria and begins stalking the surviving members of the group.

Hooping with the success of his attack of opportunity, Kobold5 rushes in on Fromm, but is stopped suddenly when he runs into the water. The water splashes suddenly and the kobold yelps in pain, falling into the water. You can see blood fill the water as the kobold splashes in his dying throws.


Kobold5 is dying.

Kobold6 laughs at the foolishness of Kobold5 and carries on, closing the distance to Fromm and carefully avoiding the water.

Kobold7 clutches at trickling wound on its throat, attempting to stem the flow.


Kobold7 fails its saving throw.

Rand, you're up.

2 Kobolds are dead.
1 Kobold is dying and unstable.
1 Kobold is stable, but at negative HP
Mortria is dying (-1 HP)
Fromm is seriously injured (3 HP)
The rest are at full health.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Bonecrusher Doc
2014-01-26, 02:16 AM
Rand takes up a position just next to Fromm to ensure that the cleric doesn't get flanked.

"Let's hold this choke point, Fromm, unless you have any better ideas!"

He slashes with his kukri at the nearest kobold.


[roll0]
[roll1]
[roll2]
[roll3]

inexorabletruth
2014-01-26, 03:45 AM
The kukri is slapped away by kobold's spear before it has a chance to cut anything but darkness.

Kobold8 leaves Mortria to suffer alone and closes in on Fromm and Rand, licking his reptilian lips, hungry for the impending kill.

Fromm, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Raginmund
2014-01-26, 08:40 AM
"No, but I wish I did." From replies to Rand. He drops his crossbow and murmurs a swift prayer to Pelor, blue light radiating from his wounded gut.


Casts Cure Light Wounds on self.
[roll0]

inexorabletruth
2014-01-26, 08:52 AM
Kobold9 hisses at the strange light radiating from Fromm's body and attempts to strike back at him in fear, but the attack is wild and panicky. Fromm easily slaps the strike aside.

Kobold2 begins to drag his wounded body away from the fight.


Kobold2 moves 5' diagonal L/D

Mortria, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

missmvicious
2014-01-26, 03:21 PM
Mortria stops her bleeding and shows renewed fire in her eyes. She crawls on her belly, ax in hand and takes a low swing at the kobold before her.


Moving up 5 ft and attacking from prone OOOh and Iam raging.
[dont miss don't miss don't miss]
Attack [roll0]
FML
Damage [roll1]

inexorabletruth
2014-01-26, 03:45 PM
Mortria's growls of rage tips Kobold4 off in time for it to side-step the clumsy attack.

Kobold3 stabs his spear at Rand, focusing his rage on the one with the stinging kukri, but the strike is errant and glances of his leather armor.

Kobold4 turns around and glares angrily at the prostrate form of Mortria, he strikes a spear at Mortria's head, but she rolls aside in time for it to pierce the ground instead. It yaps at Mortria as if scolding her then moves closer to the action towards the front of the cave.


Mortria, you get an AoO if you want it.
Fromm, you also will get an AoO.

Kobold5 continues to thrash and scream in the water as blood pools around him.


Kobold5 fails its saving throw.

Kobold6, bottlenecked, continues to shout battle cries at the other kobolds.

Kobold7 shakes and tremors, clutching at its neatly sliced throat.


Kobold7 fails its saving throw.

Rand, you're up.
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Bonecrusher Doc
2014-01-28, 09:19 PM
Rand attacks the only kobold standing that he can reach.


[roll0]
[roll1]
[roll2]
[roll3]

inexorabletruth
2014-01-29, 03:34 AM
Kobold3 leans back just in time to watch the kukri blade slip right in front of its beaklike nose.

Kobold8, unable to come any closer, sits back and enjoys the show, knowing soon they will feast on the juicy flesh of humans.

Fromm, you're up.

No change to the map.

Raginmund
2014-01-29, 11:00 AM
Fromm grips his mace tightly and swings at the nearest kobold. Despite the chance this first battle could also be his last he feels strangely calm.

Attack [roll0]
Damage [roll1]

inexorabletruth
2014-01-29, 05:39 PM
Kobold3 sees Fromm reach for his mace and immediately jabs an intercepting spear, which scraps across his exposed wrist.

Fromm, you take 1 hp of damage.

Kobold4 attempts to seize the opportunity, and stabs low, seeking the exposed flesh on the back of the knee. But the strike is errant and glances off Fromm's armor.

Kobold9 swings high, hoping to clock Fromm on the head while he's distracted, and manages a glancing blow that knocks Fromm off balance for a moment.

Fromm, you take 1 hp of damage.

But after the barrage, Fromm manages to pull out his mace and hammer in a strike at Kobols3's elbow. The blow lands with a smacking sound and Kobold3 yelps in pain.

Kobold9 flails his spear about from side to side, hoping to score a bruising hit to the midsection. But Fromm is able to back-step just out of range of the strike.

Kobold2, still close to death, continues to crawl away from the fight.

Mortria, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

missmvicious
2014-01-30, 03:40 AM
Mortria rises!
And makes an easy strike at the kobold bleeding next to her.


attack [roll0]

inexorabletruth
2014-01-30, 06:05 AM
Mortria's axe swipes true, lopping off Kobold5's head, which flips free of its perch and splashes into the water.

Kobold3 lunges forward at Rand, but the spear tip only grazes the leather armor, leaving a scratch in the armor.

Kobold4 swings his spear out for another sidelong slap. This time it lands hard on Fromm's right arm, bruising the flesh and bone underneath.

Fromm, you take 3 Hp of damage.

Kobold6 is still cheering on the other kobolds.

Rand, you're up.

Map:
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Bonecrusher Doc
2014-01-30, 08:55 AM
Rand hisses, kobold-like, at the kobold that just attacked him, and slices back.


[roll0]
[roll1]
[roll2]
[roll3]

Raginmund
2014-01-30, 12:55 PM
Feeling surrounded, Fromm withdraws to stand even with Rand's right side.

inexorabletruth
2014-01-31, 06:27 AM
Rand's strike slashes Kobold3's belly, tearing through the feeble armor and deep into the scaly flesh. Foul smelling innards explode from the wound in a spray of viscera.

Kobold3 is dying.

Kobold8 still can't do anything, so it just continues to hop and shout.

Fromm shifts back to a safe place.

Kobold9 surges forward into the place Fromm was just in and swipes low at Rands feet, attempting to trip him.

The awkward strike is unsuccessful though and exposes his reptilian head to Rand's vicious kukri, which he promptly plunges deep into Kobold9's eye. Shrieking in agony, Kobold9 drops his spear and falls to the ground.

Kobold9 is dying.

The other Kobolds begin to look at each other nervously, not so pleased with (what they believe are) mere 3 to 2 odds.

Kobold2 rises to a stand.

Mortria, you're up.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

missmvicious
2014-01-31, 01:43 PM
Mortria steps forward, towards the bottlenecked kobolods and and makes a powerful upward swing at the kobold before her.


Attack[roll0]
Damage [roll1]

inexorabletruth
2014-01-31, 04:04 PM
Kobold8 turns around just in time to see Mortria's axe whooshing at it. Kobold8 whips his spear around to intercept the axe. The clash sends a spark into the air and bends the spear head back so hard it almost vibrates out of Kobold8's hand, but the spear holds and deflects the axe.

The Kobolds are now aware that Mortria is standing.

Kobold3 writhes in agony as more blood spurts from his belly.

Kobold4 looks behind him at the terrifying image of a blood-soaked barbarian, then forward at a wall of two considerably less bloody warriors corking the bottleneck. He looks nervous and antsy, but he shouts in a strange mix of fear and rage and charges forward at Fromm, who whips his mace out defensively and clocks the fiend hard on the shoulder.

Kobold4 takes 3 HP of damage.

Fromm, please see OOC.

Raginmund
2014-01-31, 04:21 PM
Fromm instinctively shoves back against the kobold trying to push past him.

Str Check: [roll0]

inexorabletruth
2014-01-31, 04:45 PM
Kobold4 bounces off Fromm as surely as if he'd hit a wall. He flies back several feet and lands, rolling on the stone floor. He somehow manages to roll right back to his feet, but even in a stand, he looks dazed and terrified.

Kobold6 whips around bringing his spear around to slap at Mortria's head, but the strike is too high; Mortria easily ducks under it.

Kobold7 somehow manages to stem the flow in its throat and through rasping breaths, rolls over on its belly. Dazed and disoriented from blood loss, it fails to realize the danger that it's in as it rises to a stand.

Rand, you get an AoO if you wish.

Rand, you're up.
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Bonecrusher Doc
2014-01-31, 10:22 PM
As the kobold near him stands up, Rand takes the opportunity for a quick backhand slash at it, then proceeds with his attack on the kobold that charged Fromm.


[roll0]
[roll1]
[roll2]
[roll3]

[roll4]
[roll5]
[roll6]
[roll7]

inexorabletruth
2014-02-02, 06:27 AM
Rand traces a perfect line over the gash in Kobold7's throat, cutting even deeper than before. Kobold7 stands still for a moment, then drops to its knees. The impact shakes its head loose and rolls to the side, dangling from its spine and a few tendons. The body lands hard on the stone floor, dead at last. Barely missing a moment, Rand plunges his kukri deep into the chest of the dazed kobold, burying it almost all the way to the pommel before yanking it out.

Kobold4 falls to the ground on top of the already considerably high pile.

Kobold8 yips in obvious terror at the unexpected change in the odds. Seeing no way out, it blindly thrusts its spear at Mortria, but the thrust lacks any real strength and simply rebounds off of Mortria's armor. He steps around Mortria, never taking his eyes off her.

Kobold8 is fighting defensively (+2 AC)

Fromm, you're up. It's hard to tell from the massive pile of bodies, but all the kobolds in front of you are either dead or dying. The only two kobolds left who can actually put up a fight are next to Mortria.
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Raginmund
2014-02-02, 09:44 AM
"Stay out of the water! I think it's trapped." Fromm says to Rand. He then steps gingerly over the dead and dying kobolds and hurries down to strike the uppermost kobold.

Attack: [roll0]

Damage: [roll1]

Raginmund
2014-02-02, 09:49 AM
Ooh, a possible critical.

Critical Confirm:[roll0]

Extra Damage: [roll1]

inexorabletruth
2014-02-02, 04:47 PM
Kobold6 is so preoccupied with Mortria, that he doesn't even notice Fromm charging up behind him until Fromm's mighty mace rebounds off Kobold6's tiny skull. His lizard eyes dilate and seem to cross as a tiny trickle of blood escapes his snout holes. He staggers left, then right, then manages to brace himself by using his spear as a sort of cane. He no longer seems to be aware of his surroundings as he stands there, swaying weirdly, clutching his battered pate.

Kobold6 is dazed.

Kobold9 continues to spout strange, hateful sounding words and clutches its torn eye socket.

Kobold9 fails its saving throw.

Top of the Round (Mortria has 7 rounds)

Kobold2 continues to stagger away, but at a more frantic pace this time.

Mortria, you're up.
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

missmvicious
2014-02-02, 10:28 PM
Mortria delivers a vicious sideways chop into the kobold's side with a victorious scream, shaking her head as the razor edge of her ax paints a jagged crimson gash deep into the shrieking kobold's scaly belly.



Attack [roll]1d20+77[roll]
Damage [roll0]

inexorabletruth
2014-02-03, 01:39 AM
The mighty swipe sends Kobold8 spinning away, trailing a spiraling fountain of gore that paints the cave floor and Mortria's face and hair. Then thuds hard into the muddy floor, his head splashing into the edge of the nearby puddle.

Kobold8 is dying.

Kobold5 still clutches at the garish wound in its belly.

Kobold5 fails its saving throw.

Kobold4 shudders in agony, whimpering from the wound in its ribs.

Kobold4 fails its saving throw.

Kobold6 looks at Fromm on his right flank, then Mortria on his left flank and shuffles its feet. It's eyes are wide in fear and it opens its mouth as if to speak, but instead just drops its spear and holds its scrawny hands in the air.

"Tvssfoefs! I tvssfoefs!"

Rand, you're up.
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Bonecrusher Doc
2014-02-03, 08:38 AM
Rand calmly picks his way over to the unarmed kobold... and attacks.


[roll0]
[roll1]
[roll2]
[roll3]

inexorabletruth
2014-02-03, 04:30 PM
Kobold6 ducks low under Rand's strike and shrieks in fear and rage.

Kobold8 begins to go into shock, as the last lights of life begin to drain from it's snake-like eyes.

Fromm, you're up. If you attack, don't forget your flanking bonus.
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Raginmund
2014-02-03, 07:38 PM
Seeing Mortria is near death, Fromm moves to her side and calls once again for Pelor's healing light.

Spontaneously converting Command to Cure Light Wounds: [roll0]

inexorabletruth
2014-02-03, 08:26 PM
Unarmed as he is, the kobold can only watch as Fromm restores Mortria's health with golden magic light, but he shrinks away at the goodly magic and squints its eyes from the holy glow.

Mortria is now safe from falling unconscious after her Rage.

Kobold9 continues to sputter hateful curses as it clutches its wounded eye.


Top of the Round; Mortria has 7 more rounds to rage.

Kobold2 scurries deeper into the darkness, stumbling with the deep wound in his hip, you can hear one leg drag as he walks.
Kobold2 has total cover and is no longer visible.

Mortria, you're up.
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

missmvicious
2014-02-04, 05:12 AM
Mortria grunts a "thanks" to Fromm then side steps (to flanking) and delivers a devastating blow to the kobold. She is ready for this den to be cleared.


5 ft shift
attack [roll0]
damage [roll1]
Thank goodness that landed. I was gonna be crazy annoyed if I missed with my +9 in this level 2 encounter.

Bonecrusher Doc
2014-02-04, 11:33 PM
Rand calmly administers a coup de grace to the nearest fallen kobold.


[roll0]
[roll1]

inexorabletruth
2014-02-05, 01:02 AM
Mortria's axe plunges deep into Kobold6's chest. Kobold6 looks down at the wound in shock and horror, then falls to the ground, silent.

Kobold6 is dying.

Kobold3 continues to struggle with his garish wound,but his struggles are getting weaker. He will clearly be dead soon.

Kabold4 gasps for breath, dying from what is most likely a punctured lung. His torso is weirdly misshapen from where his ribs were crushed in.

Kobold6 twitches a bit but otherwise barely moves.

Rands kukri plunges into Kobold4's temple… finally ending its pain.

Kobold4 is dead.

Kobold8 shudders and finally goes limp.

Kobold8 is dead.

Fromm, you're up.
https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid1.jpg

Raginmund
2014-02-05, 08:47 AM
Fromm takes advantage of this quiet moment to heal some of his wounds. He then goes to pick up and load his crossbow.

Converting my four 0 level spells to Cure Minor Wounds. Should heal me up to seven hit points.

inexorabletruth
2014-02-05, 07:55 PM
Kobold9 whimpers softly, clutching the void where his eye used to be.

Top of the Round, Mortria has 6 more rounds to Rage

Mortria, you're up.
No change to the map.

Bonecrusher Doc
2014-02-05, 10:07 PM
"We'd better be careful - that one that got away is not likely to be waiting passively in a corner to be killed. Is everyone healed up?"

Raginmund
2014-02-05, 11:50 PM
"Mostly healed, Rand." Fromm says. "Be aware, Mortria, that I've exhausted my connection to Pelor's healing for today, in case you wanted to chase after our quarry. We have no idea if there are more kobolds down here and there are sure to be more traps. Perhaps we should return to the ladder and block that avenue of escape. Of course, there might be another way out we don't know of." He stops speaking for a minute and pops his neck. "Still and all, that was pretty exciting. Nearly died."

missmvicious
2014-02-08, 12:08 AM
"We can tread carefully, but we should hubby that last one down. Or we might not get paid."

Bonecrusher Doc
2014-02-08, 01:09 AM
Rand takes out a torch from his pack and lights it with his flint and steel. He holds it in his left hand, with his kukri in his right.

"We don't want to get cut off from our exit. Let's go back to beginning of the den and take the other branch."

inexorabletruth
2014-02-08, 05:53 AM
The remaining kobolds writhe in agony as you make your way back to the beginning of the cave. With the extra lighting, you can see why the kobolds are attracted to these caves. The rock glistens with precious stones of varying size and quality for as high up as the torchlight will allow you to see.

One of the kobolds shudders and dies, breathing out a final sigh as its grip loosens on its spear.

Raginmund
2014-02-08, 12:34 PM
"Oh my." Fromm gasps as the stones are seen. "Is this...I mean, can we keep all this? How much could they all be worth? Should we tell the Duke? Sell it to the miners?"

"Let me check something." He says. He searches the kobold corpses, putting any living ones out of their misery.

Search bodies:[roll0]

Raginmund
2014-02-11, 09:32 AM
Fromm shares what his search reveals with his companions.

The kobolds were minimally clad in leather armor. They apparently weren't expecting an ambush in their own homes so they didn't travel with any extra gear. But each of them are wearing a crude headband with Sillimanite Cat's Eye, bored out to more closely resemble a dragon's eye. It's commonly known that kobolds tend to worship dragons, particularly evil dragons. The black and reddish tones in the stone most closely resemble that of a black dragon.

You also discover that not all the kobolds were male. Just over half were female, and the rest were a bit younger than you originally thought when you fought them. It stands to reason that the older kobolds may be out on a hunt or raid, or may be residing deeper within the cave.

Fromm puts one of the headbands in his pack then continues,"I think we should leave for today, find a secure place to camp and come back at dawn. I'll tend to our wounds tonight and pray to Pelor at dawn for more spells"

Bonecrusher Doc
2014-02-11, 09:52 PM
"You're right Fromm. Just because we've escaped with our lives so far, doesn't mean we should go charging deeper in without your spells. I hope we will get a bounty for today's work. Keep watch for me for just a moment while I gather the other headbands."

With the light of his torch, Rand goes back and collects the headband from each kobold they killed. He briefly considers cutting off an ear from each one for further proof, but decides he doesn't want to spend any more time underground than he has too, especially with one side of the cave unexplored.

missmvicious
2014-02-12, 06:14 PM
Mortria grumbles a bit since she doesn't want to stop for the day but she's feeling a bit spent and if their cleric can't heal anymore then resting for the day was probably the right choice. But then a smile creeps across her face. "We should make camp just outside the cave." she eyes the valuable minerals in the walls. "If any of those bastards try making a move out that way we can stop them and I could probably think of something to do to pass the time while we waited for morning."

inexorabletruth
2014-02-13, 02:27 AM
The ladder provides an easier, if somewhat awkward, climb out of the cave. When you make it to the top, you can see the scout, gnawing on some trail rations and humming a little tune. He's made a camp about 70' from the entrance to the cave. There's a crossbow mounted on a wooden tripod with a bead on the entrance to the mouth of the cave. When he sees you pop your heads out the top, he nods and waves you over. "Well?" he says with a mouth full of dried fruit. "You get em?"

Raginmund
2014-02-13, 03:06 PM
Fromm considers the question for a second, then decides to answer truthfully, "Well...one escaped us. And there may be more down there. We plan to go back in the morning. Tonight we'll cover this opening."

inexorabletruth
2014-02-13, 04:38 PM
The scout looks at Fromm with an initially angry expression then recognizes that Fromm and the rest of the group look pretty beat up. He nods his understanding and throws a cup of water on the small fire to the left his left. "Well… we can't stay here then. If you left one alive, the retch will no doubt tell others. We'll have a horde on our throats by nightfall."

He grunts as he pulls himself to a stand and you notice him wince a little. "If staying and guarding the hole is the plan, then we're going to need to find a place to hide." He starts to gather his belongings and shove them into his pack.

After a few moments gathering his simple belongings and slinging them over his shoulder, he looks around. "I found a place when I was scouting another hole… there." He points to a mound of rock 60' away. "We may have to modify it some if we all want to fit, though."

It takes a second glance to even tell it has an opening. It appears to have been a den for some other kind of animal at one time and has since been abandoned.

Bonecrusher Doc
2014-02-13, 10:43 PM
Rand searches the area around the mound first for traps, then for footprints to try determine what sort of creatures may have used this area and for what purpose.

"Won't your boss give us some kind of bounty for the work we've done so far?" he says as he studies the ground.


[roll0]
[roll1]

inexorabletruth
2014-02-15, 03:32 PM
The scouts looks at you condescendingly, like a seasoned veteran talking to a rookie.

"If we come back with a report saying we left one alive to find a horde and seek revenge, you'll be lucky to leave Ranador with all your teeth in your head," he laughs. "The crags are filled with small caves. So there are rarely more than a dozen kobolds in a den. Most of em have less than 10. But that don't account for honeycombed caves where two gangs can join up and form a band or worse… a tribe. The reason we hunt these bastards every year is to keep that from happening, after all. Last thing we need is another war with the kobolds. We barely survived the last one."

He follows Rand's eyes and nods approvingly when he spots a cave in the distance, about 200 feet away. "I saw that one earlier. It might work. It might also belong to a bear. I suppose that's the risk we take if you choose comfort over convenience. Your call though. I've got a few traps I can set at the mouth of the cave, just in case, but we'll be further out of range for a surprise attack if we see kobold's emerging at night."

Bonecrusher Doc
2014-02-15, 04:55 PM
"Actually, spending the night inside a cave in kobold territory is the last thing I want to do... only one way in and out? No thank you. I want to be able to run away if we're outnumbered... but that does give me an idea."

"That's the obvious place we might camp to be comfortable. So I say we build a somewhat-obvious campfire there in front of that cave, then we come back and sleep hidden in the rocks right here behind this hole. I can help disguise our bedrolls as rocks, but our best camoflage will be the diversion of our false campsite. If any kobolds come out of this hole, they'll be silhouetted against the campfire, and we can either attack, continue to hide, or slip quietly away."

Raginmund
2014-02-15, 05:21 PM
"That sounds good to my inexperienced ears." Fromm says to Rand's plan. "When we settle for the night I'll tend to Mortria's and my own wounds.

I'm going to roll heal checks now to save time.

Heal Check for Mortria: [roll0]
HPs Healed: [roll1]

Heal Check for Fromm: [roll2]
HPs Healed: [roll3]

missmvicious
2014-02-16, 07:50 PM
The plan sounded fine enough. Mortrtia wished she could get her hands on a pick ax and spend some time in the caves but with no mining equipment she decided that a trap for unweary kobolds was the next best choice. "Right let's get on with it then." she said. "The sooner we are rested up the sooner we can get back to slaying kobolds."

Bonecrusher Doc
2014-02-16, 08:43 PM
Rand gathers all the bedding and cloaks and gets out his camoflage kit. As long as the others don't run into any trouble building the fire in front of the cave 200 feet away, he takes his sweet time addressing their color and texture until they look similar to the lichen-covered rocks around them. He then offers to stand both first and last watch, the priority being that Fromm can recharge his spells and Mortria to recover from her berserking. It also makes sense for Mortria to stand watch in the darkest part of the night, with her darkvision. He doesn't rely on the scout to stand a watch.

inexorabletruth
2014-02-17, 06:04 PM
The day passes uneventfully. The scout sets off to forage for some proper vegetables and hunt some game. He comes back a few hours later with a satisfied grin on his face, some squirrel and wild potatoes. He examines Rand's handiwork for a moment and gives a nod of approval. "You know… for new blood, you're not too bad. You're more clever than I first gave you credit."

He begins to clean and skin his catches and set up a fire to cook the food. While the pot stews the meat, he looks at Mortria's wounds, then to Fromm. "I know some herbs on this rock that can help with the healing. I'm no healer myself, but I've been hired to gather ingredients for the local Adept before. If you know how to use them, I can get the herbs you need. It works slower than magic, but it'll keep you from wasting spells. But we either do it now, or in the morning. Once this sun sets, the ground will crawl with all sorts of monsters."

Knowledge Nature (DC10) or Survival (DC15)

There is still just under 2 hours left until nightfall. By the smell of the stew, dinner will be ready in a half hour.

Raginmund
2014-02-17, 09:48 PM
"I would welcome your assistance, sir. By all means let's do it before dark." Fromm says in reply to their scout. He begins rummaging through his pack. "There's a whole chapter on healing herbs in my book here. Ah, here it is..."

Knowledge Nature Check: [roll0]

Bonecrusher Doc
2014-02-17, 11:10 PM
Rand stands watch, even during daylight, while the rest work on healing their wounds and eating dinner. He will then eat his dinner once someone else can stand watch.


(This is a one-time roll, but I suspect a Take 20 might be more appropriate if Rand has plenty of time to scan his surroundings)
[roll0]

inexorabletruth
2014-02-18, 03:44 AM
Fromm and the Scout return about 30 minutes later as the stew is about to bubble over.

The scout rushes over to stir the pot. "You can use the pot to make your medicine once I pour this out." he says as he sets up some bowls and begins rationing out the stew to each person. "I hope you're all hungry. Squirrels make good eating and we'll need our strength for tonight."

The meals are actually pretty good and revitalizing. You each gain +1 HP from the feast. Those of you with full HP already gain a full belly and a satisfied smile on your now-greasy mouth.

Fromm:
You'll have to make a Craft check to produce the poultices and medicine, but the DC is fairly low, since you have step-by-step instructions in the book you have (DC 5 for the poultices and DC 7 for the medicine.)

Raginmund
2014-02-18, 09:23 AM
Fromm settles with the herbs on his return, consulting his book as he works.

If I can take 10 for the craft checks I will. If not here are my rolls: Craft for poultices:[roll0]
Craft for medicine:[roll1]

inexorabletruth
2014-02-19, 03:36 PM
Fromm finishes up his work just a tad after nightfall. As he's packaging up the rest of his supplies, you can begin to see what the scout means by the ground "crawling."

You've each been PM'd about what you see on your shifts.

missmvicious
2014-02-19, 08:43 PM
During her shift Mortria sees four kobolds taking their bate and moving in on their false camp fire. "Hey" Mortria says in a hushed tone, nudging Rand awake. "looks like the kobolds are out and heading towards the "camp site". Lets go get em."

Bonecrusher Doc
2014-02-20, 12:02 AM
Rand wakes up Fromm and consults with him and Mortria.

"This terrain is really rough, and there's no good moonlight tonight. Our guide is going to want to stay out of this, so let's leave him here. Let's quietly get within 100 feet of the campfire, on that bit of high ground over there, then when the kobolds get into the firelight I'll shoot at them. If Fromm blesses us first maybe I'll hit a few. Hopefully we'll be able to get that close and I'll get a few arrows off before they figure out where I am and come after me. You and Fromm can hide next to me under your camoflaged cloaks. With your darkvision you can tell when the kobolds are getting close to us. Once they are in melee range, Fromm, can give us some light to fight by? The brighter the better; it will help give a bit of shock effect as we attack with maximum violence, preferably flanking them when we come around the boulders we're hiding behind.
If they don't come after us, we should just sit tight until dawn. We don't want to crawl over the rocks into THEIR trap! We'll also have to keep our eyes and ears open to make sure there's not another group of them somewhere..."

When the conversation stops, Rand will take a moment to listen carefully for more kobolds. Taking 10 with a bonus for Favored Enemy will give him a result of 19.

Raginmund
2014-02-20, 12:29 PM
"I can't any spells until I pray to Pelor at dawn, Rand." Fromm says. "But other than that your plan seems sound. I'll add my crossbow to your arrows and if they get close enough for melee I'll take out my magic torch."

Bonecrusher Doc
2014-02-21, 08:44 AM
"Oh, that's right, sorry I forgot Fromm. That torch of yours should do fine. Mortria, if you would like to lead the way I think there's enough light that I can follow close behind you."

inexorabletruth
2014-02-22, 06:36 AM
The silhouettes of the kobolds move closer to the campfire. It's still hard to see how many have gathered, but you can definitely make out three kobolds closing in on the knapsacks, preparing for a coups de grace.

missmvicious
2014-02-22, 06:51 AM
Mortria nods eagerly about leading the party into another skirmish with the kobolds. She carefully tiptoes closer and closer to the fake camp, as quietly as a dwarves barbarian can, her huge ax in her hands ready for blood.


I am being optimistic that these rolls will be good and we can chop down kobolds!
Move Silently Check!
[roll0]
Hide Check!
[roll1]
Surprise round attack!
[roll2]
Surprise Damage!
[roll3]

Bonecrusher Doc
2014-02-22, 06:48 PM
Once they get to a good outcropping of boulders within 100 feet of the campfire, Rand puts a hand on Mortria's shoulder, reminding her to wait until the kobolds come to them before jumping into melee.

While Fromm can lay his crossbow over the top of any flat boulder with almost total cover, Rand looks for a "V" shape between two tall boulders that he can use as a crenellation, maximizing his cover and concealment while still allowing him to hold his longbow vertically. He wants the cleric and himself to fire their bows simultaneously, thereby not allowing the kobolds to dive for cover at the first shot.

<whispering>"You shoot the one furthest to the left, I'll take the one furthest right. Ready? On three... one, two, three!"


[roll0]
[roll1] (Favored Enemy Bonus)
[roll2]
[roll3]

Raginmund
2014-02-22, 06:59 PM
Fromm lays in the dirt watching the kobolds silhouetted against the far campfire. He nods at Rand's instructions and murmurs a brief prayer to Pelor for accuracy before firing.

Heavy crossbow Attack: [roll0]
Damage: [roll1]

inexorabletruth
2014-02-22, 07:03 PM
You creep up quietly on the kobolds. They make no sound as they close in on their presumed prey.

Mortria finds a shrub, behind which to hide as everyone prepares their attack.

https://dl.dropboxusercontent.com/u/50887717/Personal%20Folder/Hepmonaland/BattleGrid2.jpg

You may ready any actions you wish. You have the advantage of surprise. Once everyone is ready, we will begin.

Raginmund
2014-02-23, 09:10 PM
Fromm lines up his shot towards the kobold on the far left as everyone gets in position. He shoots as he receives confirmation that Rand is also ready to fire.

Attack: [roll0]
Possible Damage: [roll1]

inexorabletruth
2014-02-25, 03:42 AM
The arrow and bolt smack into the sides of the cave opening. The Kobolds look up at the direction of the shot with keen eyes that are accustomed to sight in the dark. You hear them hissing and yapping at each other in hushed tones, as they scatter into the surrounding rock. The campfire crackles… its light the only motion in a standoff.

You hear a voice call out, "Ni'anu ilais ssuhu…" from the direction of the cave. It is most likely one of the kobolds that attempted to raid your mock campsite. Though none of you speak their language, it sounds as if they are addressing you.

Bonecrusher Doc
2014-02-25, 11:03 PM
Rand waits silently for a moment.

Actually he will wait long enough for Fromm to load another bolt in his crossbow, if that's what Fromm wants to do.

He nocks an arrow and whispers to his comrades,

"No rush. If we have to wait them out, it will be dawn soon, and we'll have the advantage of daylight."

He picks up a hefty rock and tosses it so that it lands on some other rocks, sure to make some noise. Immediately he pulls his arrow to his cheek, ready to shoot any kobold that ventures into the firelight.


Ready action to shoot if he gets good visibility on a kobold. Dice roll to be done by DM if this occurs. Attack 1d20+4, damage 1d8+2.

Raginmund
2014-02-26, 02:09 PM
Fromm cranks another bolt into his crossbow and readies an attack.

"I should have spent more time studying languages." he hisses. "What is there to talk about anyway?"

missmvicious
2014-02-26, 05:06 PM
Mortria shifts gears and pulls out a javelin and readies as an attack also. She knows that numbers dictate that they should have the advantage but she's still a bit beaten from earlier.

Bonecrusher Doc
2014-04-06, 05:34 PM
After a moment, Rand relaxes his bowstring so his muscles don't start to shake, but keeps the arrow nocked. He stays mostly behind the boulder but peeks around it to see any kobolds approaching his kill zone.

inexorabletruth
2014-04-14, 12:31 PM
And they lived happily ever after…

--Game is closed--