GM Demonmoose |
Astra Picard |
"These doors, at the very least, seem locked and impregnable. I do not think we have anything at our disposal to sunder them. I suggest that we start back to the skulks and report to them what appears to be a gremlin retreat. Perhaps then we can get some further communication and information out of them. While we're on our way back to them, we should probably also do a further search of the winding tunnels that we passed through on our way here from the big cavern."
Not sure we did a thorough search of all the A9 and A10 locations. We should mop that up now, on our way backwards. Below some perception rolls, use however many is appropriate to cover all of the A9 and A10 areas.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
GM Demonmoose |
Chakos Hyluan |
I guess just one, the head. Liz muscles it into a bag or some cloth to haul.
I'd have suggested using mage hand for that dirty work. While we all learned from watching Jerry Maguire that "the human head weighs 8 pounds," the head of a tiny creature should weigh considerably less, and thus under your 5lb limit.
GM Demonmoose |
You move back to the cavern of skulks.
Instead of appearing out of thin air, they stand plainly in view. They watch you carefully, hands holding short swords. It has been a few minutes since you left.
Sef appears to greet you. A few new leather pouches are attached to her belt.
"You are back earlier than expected. Either they ran from you, or you are planning some kind of deception. Perhaps some fey glamour or arcane subterfuge?" Her cold eyes try to pierce Elizabeth.
Secret: 1d20 + 16 ⇒ (19) + 16 = 35
GM Demonmoose |
Sef raises a hairless brow. Her weapon seems to lower for an instant.
"Then they are gone? Good. Now we can proceed with our plans."
She tosses a pouch and it lands by Chakos' feet. It jingles as it hits the ground.
"Our business is done. Now take this and leave."
Chakos Hyluan |
Chakos looks in the bag, "what the heck is this crap?" He hands it to Liz. "This is clearly your department." He walks over to Argug.
GM Demonmoose |
Let's have a vote to determine what to do next.
One vote = go to town
Four votes left. Remember, you can split up if you wish.
The skulks do not appear to be as hostile towards you as before. They have even sheathed their short swords. However, they maintain a close watch on you. Cold eyes examine your movements and try to discern your intent.
Also, the metal wall to the East looks rather inviting. The skulks, themselves, seem to avoid looking at and approaching the strange construction.
ElizabethArdoc |
Thank you, we wish to speak to you abotu another matter. You no doubt know that this town gets it's name from the flame on the hill and that it has gone out, that is why there have been people coming into your home, we seek a man named Khonnir Baine who vanished into these caverns and through a doorway in the metal wall. Do you know how to open it? We seek to find Khonnir and bring him back to the town.
Liz will look at the items when able
engineering: 1d20 + 9 ⇒ (10) + 9 = 19
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
I agree with Sneek about bringing the bodies to town before doing more exploring.
GM Demonmoose |
Sef points to near the top of the metal wall. Five feet up the wall there is a barely visible circular opening.
"They scurried like rats through that thing." She eyes Sneek. "We remained hidden while they passed. They looked far too strong, and we could not gauge their intentions."
Two votes for going back to town.
Astra Picard |
"Silverdisks are a common currency here in Numeria", Astra explains, and then takes an interested look at the brown cards in the pouch with the silverdisks, turning them around in her hands and trying to fathom what they could be made of, what they could be used for, and so on. As it turns out, being a Numerian scholar, she has a passing knowledge of Androffan, so she translates: "This is Androffan. It says: Welcome to... 'starship' Divinity -- there it is again, the word 'starship', like before", she points out before continuing. "We hope you enjoy...your stay. These key-cards allow entry...to brown doors. Please do not enter black and white doors. Those are for the staff of Divinity." She scrunches up her face a little bit, flipping the cards around in her hands. "They seem to be...perhaps some kind of invitations? That you show to guards? Of the 'starship'?"
Knowledge (engineering): 1d20 + 10 ⇒ (16) + 10 = 26
I'm good with going back to town shortly, but let me try to pump a little bit of information out of the skulks first.
"Sef", Astra turns her attention towards the skulks' leader. "We appreciate that you are willing to talk to us. We will be leaving shortly, to take our fallen back to our town. We will be returning in a while, and we hope to maintain this treaty of nonviolence between us, as we only wish to pass through these caverns to further explore where our town-mates went. We have no interest in evicting you from here. The sooner we solve the mystery of our missing people, the sooner we can leave you to live here in peace."
Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21
"With that in mind, is there any further information you could share about what has transpired here? Where did you, for example, find this many silverdisks?"
GM Demonmoose |
Sef sighs. "The first group that came here was led by a strange woman with purple hair. She had eyes that seemed artificial and there were blue tattoos on her skin, like those silverdisks. She gave us those silverdisks and in exchange we were supposed to delay any people that tried to follow her."
She sheathes her short sword. "But it was not worth the cost. Leave us in peace and we will do the same. I do not want to lose more of my people."
The skulk leader enters her cavern chambers and the other skulks follow suit. When they are all gone, the area is deathly quiet.
GM Demonmoose |
When you are ready to return to town...
You resurface from the dirty water and find yourselves back out in Torch. The water doesn't seem to have any effect on you as you return. The sun seems to be dropping beneath the horizon, and as you escape from the lake's grasp, you can feel the affects of the water breathing spell disappear.
After resting at an inn or camp, you may level up to Level 2!
Awaiting you on the shore is a blonde haired, lanky and awkward looking youth, carrying a scroll of paper and a few sealed envelopes. He takes a deep breath and shouts a little louder than he should be.
"Adventurers...Coming, I have, um and something 100 gold. Certificates. Garmen Silverdisk at Ulreth Hall."" He says this out of breath, though it doesn't look like he has run recently. His clothes look like he has recently adjusted him and there is no sweat on his brow.
"I mean, you are invited by Garmen Ulreth, to the illustrious Silverdisk Hall. Along with the invitation is a certificate each for 100 gp to be used for all sorts of gambling games. This invitation is only for tonight. That's what I wanted to say."
Shakily, he hands each of you a sealed envelope along with one invitation, before the youth bows and leaves.
"Garmen Ulreth invites the adventurers and expedition team of Elizabeth, Chakos, Argug, Sneek and Astra, to the Silverdisk Hall. This is a one night extravaganza of drink, food, merriment and gambling. Included is one night stay at the inn above the tavern." It lists today's date along with a small map of Torch with the location of the silverdisk hall marked by a silver and blue lined silverdisk.
"This certificate is a voucher for 100 gold pieces usable at the Silverdisk Hall." It is signed "Garmen Ulreth" and has a insignia of a silverdisk coin with blue circuitry surrounded by a bold red circle.
ElizabethArdoc |
Seem to have lost the dots.
Liz helps pull the bodies up when they get the chance. Seeing the youth, Liz takes envelope and opens it up.
Local: 1d20 + 4 ⇒ (12) + 4 = 16
Garmen, owner of the Silverdisk hall. Very influential for a private citizen who has a gambling hall and tavern.
Liz looks at the others and shrugs. Hey, free food and gambling, why not?
Astra Picard |
Knowledge (local): 1d20 + 10 ⇒ (9) + 10 = 19
"Interesting. For all my life I live here and never get invited anywhere. Go in dark dank bad smelling caverns for a couple of hours and here I am hobnobbing it with celebrities", she looks a little skeptical of the invitation as she turns it around in her hands. "Seems counterintuitive." Still, she's not going to look a gift horse in the mouth. "I do want to go home and take a bath first though. I'll meet everyone at Silverdisk Hall in a few hours, all right? But first, we should take these bodies to Joram Kyte at the temple of Brigh, and make certain that Gerrol's body will be treated with either alcohol or magic to kill the russet mold. After his body has been treated, someone should visit Parda's family as well as Gerrol's fiancée Emelia. I will be happy to do it as I know these folks to some degree. Of course I won't mind company, but you do not need to feel obligated to come, either."
I assume we'll all stick together until we get the bodies dumped at the temple. After that though, whether you want to come along for the "We regret to inform you" tour is up to you. In any case Astra will definitely want some time apart from the group before coming to Silverdisk Hall.
GM Demonmoose |
You spend the next few hours dealing with the dead bodies.
Joram Kyte accepts the bodies at the Temple of Brigh and pours alcohol on Gerrol's body eliminating the rust filaments and ribbons.
"Thank you for bringing back these people. Unfortunately, none of them were the expedition of Brigh. They must still be in there somewhere. I have sent a courier to inform Emilia Otterbie of Gerrol's condition. She should arrive here soon."
He makes a clockwise circle around his holy symbol and talks with temple acolytes about arrangements for the bodies.
Some time later, a small carriage pulls up to the temple and a young woman with dark hair and dark eyes hops out. She moves towards the bodies and finds Gerrol's body. She slumps down beside it, dirt covering the fringes of her violet dress.
"Oh Gerrol. I told you not to go in that place. But you said Khonnir needed you. Was it really that important?"
Tears leak from her eyes staining the makeup she has put on. After a few minutes, she looks up and notices you. Emilia wipes away the dampness on her face with the back of her hand.
"You found my fiance? Thank you." She reaches out and grasps Astra's hand. Her own hand is shaking.
"My father is a metal smith. I will ask him to make you each a weapon so that you can rescue people that have gone in there. Or at least, finish Gerrol and Khonnir's work."
A masterwork weapon, probably your main, will be sent to the Foundry Tavern the next time your return to Torch (after going back in the underwater cave). If you'd like a weapon that is not your main, post it in the discussion forum.
Argug of Clan Gutwrencher |
Argug nods and follows along, silently helping with the bodies, etc. He remains silent during the exchange with Joram and Emilia, giving Emilia a nod of thanks at her offer of weaponry.
Astra Picard |
"I am so sorry, Emilia", Astra holds on to the woman's hand gently but steadily. "We will do our best to make sure that his sacrifice was not in vain. We will get the torch lit again."
Sneek the Silent |
Seeing the woman weep for a loved one Sneek thinks back to his brother. He feels no sorrow, just hate for his sibling. One day he will pay for…..everything.
Hearing the crying Sneek comes back to reality.
He walks up to the woman, shakes her hand and says Sorry for loss. Thanks for weapon. Then he walks away.
GM Demonmoose |
After a few moments, Emilia leaves her fiance and goes to speak with Joram. They talk in hushed tones.
You believe it is about time to leave.
Astra heads back to the Foundry Tavern. She finds Val tinkering with a small object.
Val jumps, "It's not a robot! It's just a tool."
After everyone gets ready, you all meet in front of Silverdisk Hall.
It looks like any other tavern, an assemblage of wood and metal. At the front is a sign of a silverdisk with blue circuitry surrounded by a red circle.
The door opens and a garrulous man with a beard and sparkling eyes appears to greet you. He is wearing polished studded leather armor and a rapier is at his side.
"Ah, welcome. You must be the adventurers. I am Garmen Ulreth, the owner of this establishment. I heard of what you're trying to do for Torch. Please, come in. And Welcome. My people will take good care of you."
Astra Picard |
Astra makes a mental note to go back to Val in the morning and have a word with what the younger girl is working on. For tonight, however, she speeds on home and runs a hot bath, and soaks in it for a good hour or so, before spending a quick fifteen minutes putting on a little bit of makeup. Then, she picks a fairly loose, billowing-sleeved, ankle-length blue dress with silver trimmings, and heads out to Silverdisk Hall. She shows up there a little later than the others, maybe five minutes late or so.
GM Demonmoose |
Dozens of people are inside the gambling establishment, making all sorts of noise at different tables. You can see card games, games involving dice and coins and silverdisks. Brown polished wood and red felt tables and darker crimson walls surround you. On the ceiling is painted a large silverdisk with light blue circuits.
The main attraction, however, seems to be a strange machine the size of a cart with lights and layers of colored fabric arranged in a circular formation. You see townsfolk and adventurers from out of town place colored disks onto the fabric, and the circular lights flash in random patterns until eventually stopping on one.
A thick man in a purple nobleman’s clothing jumps for joy. The lights landed on his purple fabric.
”That is our very own invention. I had some smiths make it using salvage from Numeria. I call it a ‘Light Disk.’ Anyway, I hope you have fun. I have other business to take care of, so I cannot stay with you, and watch your adventurer’s luck. Being an influential member of Torch has its difficulties.”
Gareth holds his stomach and makes a small bow. Then he disappears down a hallway near the back of the building.
A few seconds later, a fairly unremarkable young man dressed in crimson clothes takes your certificates and exchanges them with 10 colored silverdisks each (Red-Astra, Blue-Argug, Yellow-Chakos, Green- Sneek, and Purple-Elizabeth).
”If you’d like more chips, they are worth 10 gold each.” The young man moves to the side.
Roll a d20. This is your gambling roll. There are no modifiers. Luck is luck. You do not have your +1 Luck yet either as you are not Level 2.