The town of Torch has long enjoyed a singular claim to prosperity—a violet flame that burns atop Black Hill in the heart of the town. This flame burns incredibly hot, and while it’s usually the size of a bonfire, several times a year the fires spew up into the heavens in a brilliant beam of purple violence. These eruptions are presaged by about an hour of soft rumbling, giving nearby smiths a chance to retreat before the fires can consume them. At all other times, the violet energies allow for the smelting of all manner of skymetal. Torch is one of the only locations where skymetal can be worked with relative ease outside of Starfall, and its entire economy has risen around these purple flames, with traveling smiths coming from across Avistan to pay for the opportunity to work with them. Of course, Torch needs all the visiting trade and coin it can gather, for while the town’s distance from Starfall makes it inconvenient for the Technic League to maintain a permanent presence here, the taxes and tariffs it charges the Numerian town on a monthly basis are significant. The town prospers, but the bulk of its income does not belong to it.
Which is why, when the fires atop the hill suddenly go out, the town is in trouble.
Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework
Once the body is put back on ice.
Well, it looks like we cannot go any further that way.
he then restows his gear, and starts making his way to the room with all the garbage.
Shall we go that way Pointing off to the south east.
The ceiling of this vast chamber rises nearly thirty feet overhead. A five-foot-wide ledge runs along the western wall, sloping down to the cave floor ten feet below. Four ramshackle huts made of what appear to be strips of metal, hides, and some sort of fibrous plant matter sit in the cave, while to the south yawns a dark pit. The room is so massive that your light cannot reveal the eastern end.
The room smells strongly of habitation, but it is an old, stale smell. If someone did live here, it has been some time. That being said, you do detect a scent of sweat from within the room. It may not be as deserted as it seems.
Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4) Dwarf Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework
Druneor hearing kits words, grasps his spear a little tighter, and continues to walk downslope using his darkvision to look into the nooks and crannies.
Aye, that is my worry, something going to pounce on us
As you reach the ground, a hairless, smooth-skinned humanoid steps out of hiding and addresses you. From the sides of the entrance, you can see two more humanoids appear as if emerging from the very walls of the room. The color of their flesh is the same as that of the walls!
The one in the center of the room speaks in broken Common. "I am Luepel. We would have no more intrusions in our caverns by your people. Two of you will come with me to reach an accord with our leader. The others will remain here. Choose now!"
Theo goes for his guns, but pauses when the creature calls out semi-diplomatically. "Give us a minute to talk amongst ourselves!"
He huddles the party together. "I think we should request some of their kind in return, and the two we send should be a talker and a fighter. The talker if things go well, the fighter if they don't. I'm thinking me and Pire."
Male Human Archaeologist Bard 1 | HP 13/13 | AC:15 T:11 FF:14 | F:+1 R:+3 W:+1| Init:+1 Per:+3
Pire bends over for the huddle, listening closely to the plan. "The two of us sounds like a good pairing. Though you don't look like much of a talker, Theo. I mean, not that... oh. Hey!" A slight frown on his face, he stands next to Theo and faces the small creatures, silently hoping that the two of them aren't disarmed before negotiations.
What type of knowledge check would it be to indentify the creature's we're negotiating with? Local, since they're (presumably) humanoids?
Skulks are a race of cowardly and lazy humanoids that live on the fringes of society, stealing what they need and doing what they must—even committing casual murder—to survive. Their unabashed cowardice is perhaps their most widely known trait, but skulks don't see themselves as particularly craven. Instead, they view their dishonorable behaviors as the most expedient method of survival. They hate most other humanoids, viewing them as lazy and foolish, and think nothing of sneaking into a home, killing all the residents, and burglarizing what they can carry off without getting caught.
Luepel nods. "Brath and Yadriss will remain here with your companions. You two will follow me." Without waiting for a response, the woman leads the duo out of the cavern via the north exit.
Pire and Theodric:
She leads you down the passage to the north about 20 feet when it opens into a small cavern filled with metal junk covering almost every inch of ground. The precarious pile rises up in a heaplike hut to the northwest.
Luepel calls out and a gaunt, grey-skinned hairless woman steps from the hut. The pair converse for a moment in a strange tongue, then the newcomer turns to you.
"I am Sef, leader of the skulk. Luepel has told me that you are from the surface. I would strike... what is your word? A bargain. I offer free passage through our territory if you promise not to harm skulks and to defeat our sworn foes. They dwell in a nest to the north. They called jinkins."
Male Human Archaeologist Bard 1 | HP 13/13 | AC:15 T:11 FF:14 | F:+1 R:+3 W:+1| Init:+1 Per:+3
DM & Theo:
Pore scatches his head. "Sounds reasonable enough. We don't have a quarrel with you - we just need to find a man who reportedly went missing down here. But yeah, like my compatriot said, can you be more descriptive about the 'Jinkins'?"
Besides the two skulks, there is no one else here, and the only exit you spot is a passage that heads east (and, of course, the one behind you).
"Jinkins nastybad tiny creatures with much teeth. Eyes glow orange and they disappear muchly. Set traps, break things, cause much troubles. You kill or get rid of jinkins, I give you big treasures."
Ducking into her hut, she emerges carrying a leather bag. She opens the bag and takes out a handful of silverdisks and five strange cards. The cards are made of a smooth, flexible material, and each has a brown stripe across it's surface.
"You like? I give you five card and bag of silvers if you get rid of jinkins."
"If they're really as bad as you say they are then I don't see a problem getting rid of them." Theo examines the 'loot', making sure not to reach a hand for it in case they take it the wrong way. He gives Pire a 'Are these useful?' look.
Sense Motive:1d20 + 2 ⇒ (13) + 2 = 15
When you say 'silverdisks', are you just describing silver coins or are you saying these don't appear to be actual money?
Male Human Archaeologist Bard 1 | HP 13/13 | AC:15 T:11 FF:14 | F:+1 R:+3 W:+1| Init:+1 Per:+3
DM & Theo:
Pire nods to Theo. "Yeah, this'll do as payment." He leans over to Theo to whisper "We'll probably be fighting the 'jinkins' either way, might as well get payed for it and not fight these chumps, right?"
"Traps?" she grins, showing her long fangs "I dont mind traps... and i dont mind helping taking down this... jenkins... do you know what the cards are?"
Thegroup heads out the middle north entrance and into a warren of tight tunnels where Medium-sized creatures must stoop in order to navigate them. Missle fire will not be possible under these conditions for any creautre not of Small size or smaller. You come into an unoccupied cavern with two exits, both heading north.
Not even a gun? Realistically I can envision firing a pistol from all sorts of twisted and contorted positions, it would be much easier than firing a bow.
Hearing no objections, Theo leads the group to the left.
You pass by a small, empty cavern before coming upon another crossroad. The group wends around to the right before entering a fairly spacious cavern. Several different passageways converge on a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble.