Van Potter
|
Out of spells and in no mood to climb, Van draws his Magic Missle wand and shoots an arcane bolt at the panther.
Magic Missile damage: 1d4 + 1 ⇒ (4) + 1 = 5
33 charges left
DM Beckett
|
Pulling out "ol' trust", Van Potter launches a magical bolt of energy at the Panther, hitting it unerringly and further enraging it. You get the distinct impression that it's master, the cruel Fiveknives, is not very kind to his pet.
The three lesser agents each draw longbows and knock an arrow. The two up in the tree city prepare to fire on anyone that goes for the ladder or begins climbing the tree, while the poor woman left on the ground moves to fire at Shar-Lyn, knowing everyone is coming for her first.
Longbow vs Shar-Lyn (AC 15): 1d20 + 4 ⇒ (9) + 4 = 13 <miss>
ROUND 1
Tholand (+10ft), Thoril (0ft, prone, -4), and Old Shuck (0ft)
----------------------------------------------------
Fiveknives (+25ft) & Panther (0ft, -16)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft), Aspis Agent 2 (+25ft), & Aspis Agent 3 (0ft)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)
Peribras Sandlock
|
Peribras maneuvers Ash so he can get a clear sight-line on five-knives, then looses a sling stone at him. "Take down the leader first!" Then he loads another bullet into his staff.
ponies are medium, not large.
I did not adjust Peribras's location on the map because... I don't get it. Please move him to an appropriate place
Round 1 action:
free action guide horse
standard action attack five-knives
Move action to reload sling staff
Rolls:
handle animal vs DC15: 1d20 + 7 ⇒ (7) + 7 = 14
ride, guide with knees: 1 + 9 = 10
sling staff, attack, inspired, deadly aim, favored enemy: 1d20 + 7 + 1 - 1 + 2 ⇒ (15) + 7 + 1 - 1 + 2 = 24 for bludgeoning: 1d6 + 2 + 1 + 2 + 2 ⇒ (1) + 2 + 1 + 2 + 2 = 8
Alternate action condition:
(none)
Alternate action:
(None)
Active Status effects:
inspired by Shar-Lyn's flag
-Posted with Wayfinder
Thoril The Slayer
|
dc is 100 to get up then funny though my monk could have made the 80
-Posted with Wayfinder
Nemesis Melek
|
Nemesis booms a malediction on all who oppose her, echoes of divine ire in her words.
I move as shown and cast bane. The Will DC is 15.
Shar-Lyn the wanderer
|
Shar-Lyn's with eyes aflame at the sight of the senseless devastation caused strides onto the field, readying a javelin. Meanwhile he breaks into song to inspire and support his comrades.
move to behind tree (maybe granting cover?), starting bardic performance. all those within 30' now on +2/+2
DM Beckett
|
ponies are medium, not large.
I just couldn't think of a way to show the mount without making you really small.
I did not adjust Peribras's location on the map because... I don't get it. Please move him to an appropriate place
So, basically, you are all on the ground (0ft up), where the village is 20ft feet up, built into the trees. Think the Ewok village on small scale. The Aspis agents that are already up top have cut all the ropes and destroyed all the ladders (except 1) to be able to climb up. So, the only way to get up to them is to either go fetch and reset that one ladder or to climb the trees around the area. Alternatively, you could use thing like the Fly Spell, Levitate, or the like. As for where you climb up, with the exception of the ladder, it doesn't really matter where you try to climb or ascend to the top floor, but failure to do so will likely lead to at best a standstill (it's unclear if there are any living hostages) or ranged combat that could be iffy.
Peribras Sandlock
|
I meant that I don't understand our placement in the white space outside...
how is ranged combat iffy?
-Posted with Wayfinder
DM Beckett
|
The white part is just a bit more extra room. Two rows worth of squares only. It's iffy just because a crit can really change things fast, or they could run inside if needed.
DM Beckett
|
Nemesis calls curses her enemies, throwing down a blanket of unluck while Peribras advances a bit, sending a stone flying to catch the leader in the face, and Shar-Lyn begins to boost her allies, moving behind a tree and drawing a javelin.
ROUND 2
Tholand (+10ft), Thoril (0ft, prone, -4), and Old Shuck (0ft)
----------------------------------------------------
Fiveknives (+25ft, -8) & Panther (0ft, -16)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft, Bane), Aspis Agent 2 (+25ft, Bane), & Aspis Agent 3 (0ft)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)
DM Beckett
|
Opps. DC 15
FiveknivesWill Save: 1d20 + 2 ⇒ (17) + 2 = 19 <made it>
Agent 1 Will Save: 1d20 + 3 ⇒ (9) + 3 = 12 <FAIL>
Agent 2Will Save: 1d20 + 3 ⇒ (11) + 3 = 14 <FAIL>
Agent 3Will Save: 1d20 + 3 ⇒ (19) + 3 = 22 <made it>
Panther Will Save: 1d20 + 2 ⇒ (18) + 2 = 20 <made it>
Thoril The Slayer
|
that is very similar to what my character looks like lol
Thoril will stand rage and swing at the panther
atk: 1d20 + 9 ⇒ (7) + 9 = 16
dmg: 3d6 + 14 ⇒ (1, 6, 4) + 14 = 25
-Posted with Wayfinder
DM Beckett
|
I would use it, but to proportion it to the map makes it super tiny, and it doesn't look like I can save the image and edit it.
Tholand Warmane
|
Tholand will continue climbing. Climb: 1d20 + 7 ⇒ (4) + 7 = 11
C.A. Gwyllgi "Old Shuck"
|
Old Shuck uses the undergrowth and cover from the tree structures to sneak over to the ladder and stand it up.
stealth, full speed: 1d20 + 8 ⇒ (4) + 8 = 12
pls move me down 5 and left 2. I've got almost total cover and concealment from most of them, so that is for the unfortunate one on the ground
Thoril The Slayer
|
he wont be for long
-Posted with Wayfinder
DM Beckett
|
Tholand's second Climb: 1d20 + 7 ⇒ (20) + 7 = 27
Tholand tries to make the rest of the climb, but at first fails to gain any ground, but neither does he fall. Seeing his original method just wasn't working, he gives it a go, and makes it to the top of the tree.
Tholand, you already made the Acrobatics check earlier, so next round you can just jump across and still have a Move or Standard Action.
Thoril still knocked over, swings his massive blade in a wide overhand arch, sinking it deep into the Panther's skull, dropping it dead then and there, then stands up, while Ol' Shuck tries to slink into the shadows as advance unnoticed.
Right now, you are (20ft) below the main hut they are on top of, and the only one that can ever possibly target you directly would be #3 who is also on ground floor. Imagine that everything brown on the map is either a tree or part of the village that is suspended in the trees 20ft up. There are small rope bridges connecting the huts, but they are still up in the air. Does this help or are you (everyone) still confused?
Fiveknives order his men up to top to focus on Tholand, and then hurls a knife another knife at Tholand, once again wising right past him to land in the tree.
Dagger at Thoril (FF AC 14): 1d20 + 9 ⇒ (2) + 9 = 11 <miss>
ROUND 2
Tholand (+20ft), Thoril (0ft, -4), and Old Shuck (0ft)
----------------------------------------------------
Fiveknives (+25ft, -8)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft, Bane), Aspis Agent 2 (+25ft, Bane), & Aspis Agent 3 (0ft)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)
At this point, I have had a lot of people throughout different games say they are away and I'm honestly loosing track. If you are still present and active, please say so. Otherwise, I'm going to bot everyone that hasn't posted within a few hours as needed. I don't mean this to be rude, but I've honestly lost track. I think I am up to like 8 people that are out right now, and because I tend to see these from my phone while at work, I can't really make a good note to myself. I know Shar-Lyn is out for a bit, but not certain on anyone else. If it turns out to be about half the party, I'd rather just wait till most get back in a few days. If not, it's very close to the end.
Van Potter
|
Van shoots another Magic Missile from his wand, this time targeting Fiveknives.
MM damage: 1d4 + 1 ⇒ (4) + 1 = 5
32 charges left.
If Fiveknives is out of sight, then targeting the enemy on the ground.
DM Beckett
|
Not out of sight, but is out of range, (I believe), so I've moved you a bit closer and behind cover. Post more soon.
Van Potter
|
I believe the range is 110 feet, but moving behind cover sounds like a great idea to me. Thanks for moving me, I'm posting from my phone right now so I'm trying to keep things simple.
DM Beckett
|
Van Potter shoots a magic bolt that flies unerringly to slam into Fiveknives's chest as he moves forward. Following their leaders instructions, two of the archers focus fire on Tholand ho is still clinging to the tree and ready to jump over onto the bridge, but neither can seem to even get close to landing.
Longbow vs Tholand (FF AC 14): 1d20 + 4 - 1 + 1 ⇒ (5) + 4 - 1 + 1 = 9 <miss>
Longbow vs Tholand (FF AC 14): 1d20 + 4 + 1 - 1 ⇒ (8) + 4 + 1 - 1 = 12 <miss>
Holy crap. . .
The last archer, down below on the ground spots Old Shuck going for the ladder and shoots at him, but as she pulls the string back, the arrow snaps, falling to her feet uselessly.
Perception vs DC 12: 1d20 + 10 ⇒ (16) + 10 = 26
Longbow vs Old Shuck (AC 20): 1d20 + 4 ⇒ (1) + 4 = 5
ROUND 2
Tholand (+20ft), Thoril (0ft, -4), and Old Shuck (0ft)
----------------------------------------------------
Fiveknives (+25ft, -8)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft, Bane), Aspis Agent 2 (+25ft, Bane), & Aspis Agent 3 (0ft)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)
Nemesis Melek
|
There wouldn't happen to be innocents running around here, are there? These guys could use a good negative energy bath...but for present want of speed, I move as shown and blast Mr. Floor Thug.
Firebolt ranged touch: 1d20 + 1 ⇒ (18) + 1 = 19
fire damage: 1d6 + 2 ⇒ (6) + 2 = 8
Peribras Sandlock
|
I'm still here.
so are you saying there is no way for me to get a clear shot at Five Knives from pony-back? That is what I want to do.
-Posted with Wayfinder
DM Beckett
|
No, there really isn't. Not in combat at least.
DM Beckett
|
Nemesis sends a flaming magical blast at the archeress on the ground, catching her square in the chest, but it's not enough to drop her. She is however looking pretty hurt after that, and can't take too much more. Shar-Lyn steps a bit closer, still trying to stay behind cover, to continue to aid the party.
ROUND 2
Tholand (+20ft), Thoril (0ft, -4), and Old Shuck (0ft)
----------------------------------------------------
Fiveknives (+25ft, -8)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft, Bane), Aspis Agent 2 (+25ft, Bane), & Aspis Agent 3 (0ft, -10)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)
C.A. Gwyllgi "Old Shuck"
|
[dice=Firebolt ranged touch]1d20+1
[dice=fire damage]1d6+2
Is that including the +2 hit/damage?
Peribras Sandlock
|
Peribras elects to finish off the Aspis thug below before returning his attention to Fiveknives. He moves Ash around until he can see her clearly, then flicks his wrist to send a sling bullet sailing at her head.
what kind of concealment/cover does Five Knives have from the ground? Trying to decide if I want to bother climbing.
Round 2 action:
direct Ash into position for a clear shot at Five Knives as a free action
Attack Five Knives
Reload sling staff
Rolls:
halfling sling staff, attack, inspired, deadly aim, favored enemy: 1d20 + 7 + 2 - 1 + 2 ⇒ (8) + 7 + 2 - 1 + 2 = 18 for bludgeoning: 1d6 + 2 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 + 2 = 9
Alternate action condition:
(none)
Alternate action:
(None)
Active Status effects:
inspired by flag and inspire courage
-Posted with Wayfinder
DM Beckett
|
Peribras's sling bullet hits and leaves a deep mark, catching Fiveknives solidly on the cheek. Tholand manages to crawl over to the outside of the hut and make the leap over, landing near the enemy on the rope bridge.
ROUND 2
Tholand (+20ft), Thoril (0ft, -4), and Old Shuck (0ft)
----------------------------------------------------
Fiveknives (+25ft, -16)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft, Bane), Aspis Agent 2 (+25ft, Bane), & Aspis Agent 3 (0ft, -10)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)
Peribras Sandlock
|
you said I couldn't see Five Knives, so I directed the attack at the agent on the ground. However, if Five Knives is visible I would have selected him as a target.
-Posted with Wayfinder
Peribras Sandlock
|
speaking of which, earlier I rolled 8 damage vs. AC 24 and you never mentioned it in a summary
Peribras maneuvers Ash so he can get a clear sight-line on five-knives, then looses a sling stone at him. "Take down the leader first!" Then he loads another bullet into his staff. Crunch: Notes: ponies are medium, not large. I did not adjust Peribras's location on the map because... I don't get it. Please move him to an appropriate place Round 1 action: free action guide horse standard action attack five-knives Move action to reload sling staff Rolls: handle animal vs DC15: 1d20 + 7 ⇒ (7) + 7 = 14 ride, guide with knees: 1 + 9 = 10 sling staff, attack, inspired, deadly aim, favored enemy: 1d20 + 7 + 1 - 1 + 2 ⇒ (15) + 7 + 1 - 1 + 2 = 24 for bludgeoning: 1d6 + 2 + 1 + 2 + 2 ⇒ (1) + 2 + 1 + 2 + 2 = 8 Alternate action condition: (none) Alternate action: (None) Active Status effects: inspired by Shar-Lyn's flag -Posted with Wayfinder
-Posted with Wayfinder
C.A. Gwyllgi "Old Shuck"
|
Climbing up the underside of the ladder, he sneaks upwards hoping to gain advantage. He wraps his legs around the ladder to stabilize himself.
stealth, not accounting for cover and concealment: 1d20 + 13 ⇒ (13) + 13 = 26
I just want to get close enough to throw daggers next round
DM Beckett
|
you said I couldn't see Five Knives, so I directed the attack at the agent on the ground. However, if Five Knives is visible I would have selected him as a target.
I was very confused by this, so I looked back and it looks like I totally misread your earlier post. For some reason I was thinking you where asking for a way to get your pony upstairs (while mounted). Not even sure where that came from as your earlier post, unless it was edited, doesn't say that at all. So, to clarify, you can easily hit Fiveknives from where you started without any real trouble, and I believe you are the only one that really has thus far, twice. Sorry, my fault. I totally misread your earlier post.
Climbing up the underside of the ladder, he sneaks upwards hoping to gain advantage. He wraps his legs around the ladder to stabilize himself.
The ladder is currently laying on the ground, having been kicked over before you arrived. It will take a Full Round Action to pick it back up and then place it before it can be used to climb, something that might be a lot more dangerous now that all of the bad guys are right there below it. You could, however, spend an extra Move Action to move somewhere else to place it.
C.A. Gwyllgi "Old Shuck"
|
Trying to climb the trees is going to take a DC 15 Climb check, and then also probably an DC 10 Acrobatics check as well to jump across. Please refresh yourselves on the climb rules if needed. In order to set the ladder, you need to first move to it, then spend a Standard Action and two hands to pick it up. Then move it to the location you want to set it, with another Standard Action. Doing so allows you to move up 20ft (difficult terrain), but no Climb check needed for anyone. Keep in mind you will be under fire. Finally, you could always try a DC 80 Acrobatics check to high jump up.
I moved to it and I used a standard action and two hands to pick it up. I dont want to move it, I will put it right where it is. Then I climbed it in stealth. Let me know where I am once you review your prior post.
C.A. Gwyllgi "Old Shuck"
|
Old Shuck uses the undergrowth and cover from the tree structures to sneak over to the ladder and stand it up.
[Dice=stealth, full speed]1d20+8
pls move me down 5 and left 2. I've got almost total cover and concealment from most of them, so that is for the unfortunate one on the ground
This is where I moved it.
DM Beckett
|
Thoril begins to make his way to the ladder as C.A. begins to make his way up it. Seeing an active threat much closer, Fiveknives draws a pair of daggers and moves over to attack Tholand, thrusting the blade deep into the dwarven monk's side with a quick slashing motion, before ordering his men to surround him.
Dagger vs Tholand (AC 16): 1d20 + 9 ⇒ (8) + 9 = 17 <hit>
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
ROUND 3
Tholand (+20ft, -5), Thoril (0ft, -4), and Old Shuck (0ft)
----------------------------------------------------
Fiveknives (+25ft, -21)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft, Bane), Aspis Agent 2 (+25ft, Bane), & Aspis Agent 3 (0ft, -10)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)
DM Beckett
|
Taking another hit to the face isn't making Fiveknives any happier, though sadly he might just take out his anger on Tholand. Up top, the two archers take another shot at Tholand before dropping their bows in place and drawing Longswords to better get at him. But, being as the closer one has nowhere to go, Tholand does manage to strike a blow in return, but like their arrows against him, it simply bounces off ineffectively.
Longbow vs Tholand (AC 16): 1d20 - 1 ⇒ (8) - 1 = 7 <miss>
AoO: 1d20 + 4 ⇒ (10) + 4 = 14 <miss>
Longbow vs Tholand (AC 16): 1d20 - 1 ⇒ (3) - 1 = 2 <miss>
Down below, the lone archer takes a shot at Shar-Lyn, moving a bit closer before doing so, and further from the others.
Longbow vs Shar-Lun (AC 17): 1d20 + 4 ⇒ (5) + 4 = 9 <miss>
ROUND 3
Tholand (+20ft, -5), Thoril (0ft, -4), and Old Shuck (+15ft)
----------------------------------------------------
Fiveknives (+25ft, -21)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft, Bane), Aspis Agent 2 (+25ft, Bane), & Aspis Agent 3 (0ft, -10)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)
Peribras Sandlock
|
Peribras flicks his wrist to send another bullet at the leader between the legs of the man between them, then reloads his sling staff. "Hold on Tholand!"
Peribras has Precise Shot
Round 3 action:
standard action to attack Fiveknives
Move action to reload sling staff
Rolls:
halfling sling staff, attack, inspired, deadly aim, favored enemy: 1d20 + 7 + 2 - 1 + 2 ⇒ (15) + 7 + 2 - 1 + 2 = 25 for bludgeoning: 1d6 + 2 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 + 2 = 13
Alternate action condition:
(none)
Alternate action:
(None)
Active Status effects:
inspired by flag and song
-Posted with Wayfinder
C.A. Gwyllgi "Old Shuck"
|
I'm in meetings tomorrow, so i'll just leave this here
C.A. draws two knives, one from each boot, and sends them flying at the leader's blind side.
TWF dagger ranged, inspired, in melee, whetstone: 1d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (4) + 2 = 61d3 + 1d8 + 3 ⇒ (1) + (8) + 3 = 121d3 + 1d8 + 3 ⇒ (2) + (1) + 3 = 6
Nemesis Melek
|
Nemesis advances and holds her unholy symbol high for all to see as it smolders with unearthly power. The ambient humidity briefly ebbs away, and the heat from the burning village suddenly intensifies until it seems to chill as much as burn, and Fiveknives and his minions find their very flesh beginning to sublime to ash.
Hey, everyone in a 30-foot radius: Eat DC 16 Channeling! I exclude Tholand, Thoril, and Shuck.
negative energy: 1d6 ⇒ 6
Tholand Warmane
|
GM on my aoo do I still get the +2 Att&Dmg from Sharlyn's inspiring? In that case it would've been a 16 to hit. "It's gettin' lonely up 'ere don't know how long I can fend em off!" Tholand, beggining to slow down after dodging all the arrows, makes one slip up and gets caught in the side by five knives.Wish I had the Monk of the Sacred Mountain ability right now this is exactly what it's intended for lol Tholand takes several deep breaths to not only catch his breath, but focus his mind and prepare for his attack. swift action dragon styleTholand lunges at number 3 with his Cestus, Aiming right for his chest. Attack: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 221d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Shar-Lyn the wanderer
|
Shar-Lyn keeps his song going meanwhile he moves closer to the thug on the ground and slings a javelin at him.
assuming i can stand under the tree house and therefore have clear LOS
javelin: 1d20 + 5 ⇒ (19) + 5 = 24
dam: 1d6 + 5 ⇒ (4) + 5 = 9
flag and song included. 2 rounds of bardic music used
Peribras Sandlock
|
Peribras shifts in his saddle, "Don't fear, Tholand, we'll drop 'em soon."
-Posted with Wayfinder
DM Beckett
|
Peribras sends another small stone flying, catching Fiveknifes in the most vital of vitals, and with everyone else's support, it doesn't take long at all before all of the Aspis Agents fall to your attacks. With them dead, you discover that a few of the Gripplis are still alive upstairs, though beaten and severely hurt, they will live.
Mother Bogwynne is the only of the elders to live, and she tells you that shortly after you left, the Aspis Consortium, lead by a lieutenant, Fiveknives, betrayed them. Fearing that they would run into more trouble gathering the eggs, they simply decided to take the "weapon", and attacked, slaughtering everyone they could until someone confessed the location of the prize they sought. They where able to hide many of the younger Gripplis before the slaughter, and she, once sure the danger is over, lets out a loud croaking call, calling them back to the village.
Mother Bogwynne raises a hand and lifts her head as if performing a blessing, and dozens of gripplis gather to listen. “More than a thousand cycles ago, the dwarven refugees came to us from the distant north, fleeing a home lost ages ago. We aided the dwarves and welcomed them as neighbors in the nearby hills—a land even harsher than our own."
"When they fled their home for a second time, we offered them aid once more, though they requested only that we honor their memory and accept a gift: this talisman that bears the power to defeat the golden beast that now haunts Ashkurhall.” She holds up a melon-sized ovoid made of clay.
“The descendants of Sigrin spoke of this as their greatest treasure, which they had left behind. It is a legacy that continues to this day, for none have ever braved the Golden Guardian to claim the riches as their own.” A chorus of croaking vocalizations follows the elder’s story, and she adds, “The talisman’s power is hidden within, and it must be unsealed in the beast’s presence. To do so too soon would expend its energy needlessly or even invoke a terrible disaster. We have entrusted you with this relic of our people; use it wisely.”
After resting for a day or two, you return to Fort Bandu to resupply and contact the Society. Upon your arrival, you receive a letter. . .
Pathfinders,
News of your mission in the Bandu Hills has reached me. It is unfortunate that Venture-Captain Sharrowsmith angered the kobolds so much that they attacked the local miners, but I have also heard that thanks to your efforts, the kobolds have ceased their attacks, at least for now. According to the latest report, you learned about an ancient monster watching over the dwarven ruins that Sharrowsmith had been studying, and you decided to visit the Kaava lands to acquire a powerful weapon that could defeat the guardian. I hope that your negotiations with the tribe of gripplis guarding the weapon were successful and you are now ready to continue your mission to find Sharrowsmith.
I want to remind you that Nieford Sharrowsmith is our foremost scholar in the region, and thus, your first priority is to bring him back alive, or at least find evidence about what has happened to him. Naturally, also record any information of historical value as you explore the ruins.
If you run into kobolds while exploring the dwarven ruins, try not to antagonize them any more than is necessary to find Sharrowsmith. The earlier trouble with the kobolds has already harmed our reputation with the locals. It is vital to the continued success of the Nantambu lodge that we secure allies, not make enemies. One more thing: we have reason to believe that the Aspis Consortium is planning to intercept your mission and kill or kidnap Sharrowsmith. Make haste and keep an eye out for trouble at all times.
Blessing of the Ten,
Venture-Captain Ambrus Valsin