
Gavin Forgrave |

"Those 'plates' happen to be very 'portant to Khonnir's research. They keep things like those robots powered up. I don't suggest you go tradin' them or sellin' them."
Gavin speaks very powerfully on this matter, giving Kraig the "Universe unfolds with just a few wrong steps" look.

GM Demonmoose |

Numerian Silverdisks are a type of currency, worth 100 gp for a charged one (blue lights). They also power almost all technology by slotting into things, like a battery. Most technical people know about them. Though, if you're from out of town, or don't deal with technology, you probably don't know what it is, or have only heard of them.
The silverdisks that Kraig found are coin shaped and sized, silvery and have a light blue tinge when light hits them. They have strange lines of circuits on both sides of the disk.
There are two pathways from here. One is to the Southwest and the other to the Southeast.

Alexis Ravani |

we have to choose a path. Let's go south east.
Alexis points at the south east passage.

Valt Skyddade |

Hallit: Sure, if no marks or drawings that indicate the other path. Says Valt nodding, while looking at the cave walls.
Those silvery things remembers me the ones at the automat
Valt cast light again on the pebble and uses it to research a bit both the floor and the walls.

GM Demonmoose |

Through another corridor you find yourself on a long ledge overlooking a large cavern.
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 ledge is 10 ft high from the cavern. Climbing down the ledge takes a DC10.
At the far eastern end of the cave is a strange metal wall.

GM Demonmoose |

Kraig does not see any hooded frog babies.
He does see broken metal and leather bags with unknown contents. He doesn't see anyone around. A broken stalagmite serves as a makeshift table, with some kind of mushroom picked and arranged on top of it.
Straw and bundles of clothes are on the floor as a sort of bed.

Valt Skyddade |

Hallit: Perhaps the gremlins found in Khonnir reports? Says Valt while climbing the slope with Iophiel's help
climb: 1d20 + 0 ⇒ (6) + 0 = 6

Nyssa Veshane |

Nyssa joins in checking the huts for signs of life. She includes a visual examination of the ceiling. You never know what could be clinging over your head.
Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Alexis Ravani |

Alexis looks around and says you may want to live here kraig, but I prefer the town not five minutes away. I wonder where the residents are?

GM Demonmoose |

As you explore the cavern village, you find nothing of particular value. Broken metal and pieces of machinery, spoiled food, and stained clothing.
“Stay where you are, intruders.” A female voice says.
Looking around you see five figures seem to materialize out of nowhere. Like chameleons, their skin changes from the browns of the cave and huts to a neutral gray. They are smooth skinned, hairless and wearing strips of leather to cover their near nakedness. Each has a pair of daggers and a short sword.
One of them appears beside Aurusk, Nyssa, Gavin and Kraig, blades drawn, while the speaker is to the East.
“We mean you no harm, but if you pose a danger we will defend ourselves,” she says. “Our leader wishes to speak with you. Four of you stay here, while the rest come with me to meet our leader. Do you agree? Or do you die here?"

Nyssa Veshane |
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Nyssa's hand twitches. She wants to draw her blade. This is why the hip is a better place to wear a sword. It's a long reach from where her hand rests at her side to the hilt of her longsword, where it rests behind her shoulder. Of course she has a dagger on her belt...
The Suli waits, though. They need allies and information. Perhaps these people can provide both. She tries to gauge the attitude of chameleon-folk, while she waits on the more diplomatically inclined members of her group to speak.
Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19

Kraig Forge-Hammer |
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Kraig pokes his head out of the hut he's exploring. Nothing to be done about it now. Could be fifty of them hiding here. Have to play nice. "We knocked, very rude not to answer. Have it your way, but this is MY house now." He spits on the hut and points dramatically to it before taking up a position between his group and the nearest color-changer, eyes narrowed and arms crossed over his chest.

GM Demonmoose |

The gray men seem to ignore Kraig's words but not his actions. Their arms stiffen, and most of them turn their attention on the brawler.
One of the gray men growls something at Kraig. It doesn't sound very nice.
I don't think any of you can understand it. :P
He grips his short sword tighter. However, he makes no move towards Kraig.

Aurusk "Demonscarred" |

Aurusk doesn't notice at first, but as everyone else draws their attention to the creatures, Aurusk finally looks. Of course, I will go with to meet your leader. He says stepping forward. Then he turns to Kraig, Kraig, these could be friends. Just because the frog thing and the mold things tried to kill us doesn't mean they will.

GM Demonmoose |

The grey men growl at each other in Undercommon. Then after a few minutes of discussion, Luepel hisses.
"Fine, I will bring our leader here. But if you make any strange movements, they will attack you."
She darts through a passageway to the northeast near the ledge you climbed down. As she moves her skin color flickers matching the gray of the huts, and the silver of the steel.
A few moments pass before she returns with another gray woman. She resembles the others of her kind, except that she strides with strong movements. Her eyes are fierce and cold.
"I am Sef, leader of the Skulks. I offer you a temporary truce, passage through our caves and a reward should you do what I ask of you."
Sef runs her hand along the hilt of her short sword.
"Eliminate the gremlins to the north and make sure that they do not return to these caves. Do not attack our people, and our truce will remain. Do we have an agreement?"

Valt Skyddade |

Hallit: Sounds good to me, but lets ask for Khonnir, if not his name, sure they have seen more humans coming this way. Says Valt to the rest of the group.

GM Demonmoose |

You see Sef loosen her body a little bit.
"They are tricky creatures. Pests. They have magic that allows them to move from place to place, a weak form of teleportation. They run from us when we try to engage with our numbers." Sef folds her arms over her chest.
"Be careful when you fight them. They are much smarter than they look. It may seem like what they do is minor mischief, but their hijinks build and build until everything is broken and useless." She motions with a swoop of her hand to the various broken metal things that might once have been machines, scattered across the "village."

GM Demonmoose |

She eyes you warily before accepting your hand. Sef's hand is firm but cold. Her eyes continue to pierce into yours during the exchange.
Sef motions to the passages north.
"They have made their caves over there. They are low and hard to maneuver in the small, tight passages. Take care they do not surround you, or fool you with their guile."

Valt Skyddade |

Hallit: So the one with most magnificent beard... I can concede it to to you for sure, Kraig Says Valt really amused, and holding a laught.
Hallit: anyway, nice job, I agree with helping them for some information and pacific passage.
I'm getting some basic words, but still need more Common lessons from Alexis

GM Demonmoose |

You move North towards one of the passageways and find yourselves in a tight five foot high tunnel. All of you stoop a little to move through.
I will need a marching order for this part. I'm assuming it is Kraig, Nyssa, Alexis, Gavin, Aurusk, Valt, Iophiel. Unless you tell me differently.
One tunnel becomes multiple tunnels that all look the same. Eventually you see a tiny purplish creature, about 2 feet in height with bat like ears, a sharp toothed grin, and slightly glowing orange eyes.
It utters some strange language, then turns and runs off without allowing you a reply. It rounds a bend, and when you follow, the gremlin has already disappeared.
You see an empty tunnel, that looks the same as the others.
About 30 feet from you is a pile of glittering objects. It looks to be some gold coins and a silverdisk.
Before the pile of objects, about 20 feet away, is a wire at foot level. The wire extends into the wall through a small hole.

Aurusk "Demonscarred" |

Aurusk, at the back couldn't see what was happening, but as the group stopped to look at something he started shaking his head. Be careful. Take your time with whatever it is you are looking at. Sef mentioned tricks. There is no need to hurry.
Basically just advice to take 20. I figure Aurusk is too far back to truly see anything.

Valt Skyddade |

Hallit: Uh? somethings wrong? Says Valt while remaining still.

Alexis Ravani |

Before@ alexis holds her tongue at the beard comment, not wanting to upset the deal, but thinks dark thoughts at the comment. beards indeed. Too lazy to shave and that qualifies them for leadership!
now@ perception: 1d20 + 4 ⇒ (16) + 4 = 20
there is a wire leading off from the coins. A trap I would say. alexis points her glowing sword at the wire.

Kraig Forge-Hammer |

Kraig circumvents the trap. "Foolish gremlins. I cannot be bought for shiny objects, ten gold and a disk I already have seven of."
Perception the pile of loots[dice: 1d20 + 5 ⇒ (15) + 5 = 20
Regardless, he gathers the thingsIf they're not dangerous.... "Since I have all the stuff you guys gotta save me if I get captured. Anyone wanna disable that thing? Or leave it up, 'case the color-changers try to sneak up on us. I don't care."
Move on I guess, unless there's something else you guys wanna do? Appraise?

Nyssa Veshane |

Nyssa grins at Kraig. "For dinner..."
Then the warrior-woman grows serious. "Thanks for the warning, Gavin. And you as well, Alexis."
Nyssa is a bit worried about the impending action, traps and tricks are not her forte. Her training was geared toward a straight-up fight.
Nyssa shrugs.
"Might as well move on."

GM Demonmoose |

Gavin cuts the wire and the metal spike shoots into the cavern wall on the opposite side.
Before you can move, three tiny, two-foot tall creatures appear in front and behind you. They have purplish skin, eyes that burn with orange light and fuzzy bat-like ears. A sharp tooth grin is on each of their faces.
The gremlin behind the group laughs.
"They broke trap," it says in broken Common. They all pull out tiny short swords.
Alexis's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Nyssa's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Gavin' Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Aurusk's Initiative: 1d20 - 2 ⇒ (11) - 2 = 9
Valt's Initiative: 1d20 + 0 ⇒ (7) + 0 = 7
Kraig's Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Iophiel's Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Gods Darned Gremlies’ Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Phase 1
Alexis, Nyssa, Kraig, Iophiel
Phase 2
Gremlins
Phase 3
Gavin, Aurusk, Valt
Two are in front of the group and one is behind the group. Marching order is Kraig, Gavin, Nyssa, Alexis, Aurusk, Valt and Iophiel. Phase 1. Alexis, Nyssa, Kraig and Iophiel's turn. The gremlins are 15 feet away from you.