
Gennor the Melodious |

Gennor realizes that he did not get any money from his companions and based on his own funds purchases 1 Alchemist's Fire, 2 Sun Rods and 3 Flasks of oil, for 18gp 6sp 1cp. Once he joins back up to the others he advises them of the discount the merchant provided. He also thanks the merchant for his assistance.

Gm Razor |

After the party reaches the house a woman of about 30 will open the door. She looks very tired as though she has not slept lately nor eaten. upon closer inspection it is obvious she is not sick but rather malnourished from the depression of losing her husband and then fear of getting the plague. What...what may I do for you? The woman will ask as she opens the door.

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"Ma'am, we are sorry to bother you, I know this time may be rough, but we are a group of adventurers, and have come to try and help the town find a solution to this plague. We have come to think it may be the Kobolds in the Mines, and will be heading in to remove them by force. We were hoping you might have a map of the mines to help us navigate down there?" answers Mez, a look of sorrow on his face for the poor woman's condition.

Gm Razor |

Ah yes, Hedrick's map...I think I can part with that part of him, the sooner those dammed beast are killed the sooner They can retrieve the bodies so that we can give them a proper burial. The woman will disapear for a minute or two as you hear some searching in her place before she comes out and hands off the map.

Gennor the Melodious |

"We are terribly sorry for your loss and will do all that we can to return the bodies to their loved ones" and then taking on a even more soothing tone, Gennor asks "Pardon me for my forwardness, but it appears that you have been having difficulty sleeping as is normal with such grief- if you'll allow me, I can sing you a family charm that I used to sing to help calm my cousins so that they could rest- would you like that?"

Gm Razor |

Alright we shall fast forward the travel to the entrance of the mines.
A cool breeze drifts down from the towering peaks of the Serpentcoil Mountains as you behold the entrance to the caverns. The frost-rimed ground is littered with tools, picks and shovels, some of which protrude from soft banks of snow. A single darkened shaft leads into the depths of
the mine ahead. The dirt path beneath its wooden support structure is covered with stone debris, a few pieces of which occasionally glint with the slightest hint of ore. No light issues forth from the tunnel. Burnt-out torches are strewn across the floor, their brackets torn from the shaft walls. Behind you, the worn road leads back through the crags to the valley below. Aside from the quiet whistling of the wind, complete silence fills the small clearing within the mountains.

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Mez smiles at the request, ”But of course!” Whispering a quick prayer to Cayden Cailean, the mug on his shield begins to shine. Shield up, Mez slowly works his way into the mine, looking left/right/up/down at regular intervals, trying not to miss anything.
Walking defensively, so AC is 22
Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Gm Razor |

The group will enter through a small hallway that goes on for about 20 before it opens up into a room. The path leading to the room is littered with tools like shovels and picks there is some blood spot throughout the room but the lack of bodies is eerie. The tunnel opens into a small,roughly rectangular chamber. Scattered chunks of silver ore surround an overturned pair of wooden carts. The lower half of what appears to be a human body juts out from beneath one of the cart’s edges. It shows no signs of movement. Dried blood is smeared across the northern wall in several places. Exits lead to the west and the east.
what shall you do in this room.

Gennor the Melodious |

Gennor ignites a sunrod to allow for illumination for him and then slips back to the path to grab one of the shovels lying out there and he brings it back with him- he has gloves on his hands and a handkerchef covering his face to try and avoid dust and possible airborne plague.
He then tosses the shovel at the overturned carts, suspecting a trap.
Thrown shovel: 1d20 + 2 ⇒ (9) + 2 = 11

Gm Razor |

you can take 10 on the heal check.
The shovel hits the cars with a ding and nothing else happens. As Alika looks over the body she can see that he had symptoms of the plague but has been dead for about two weeks and is no longer contagious. As she looks closer she can see that there are scratchs on his face and neck along with crudly made crossbow bolts sticking out of his chest. Upon closer inspection you can see that this is the body of the chief miner.

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Sadly looking down at the miner as Alika makes her prognosis, Mez murmurs, "We should burn his body, to help his passing to Pharasma." Looking east and west, he adds "Once that is done, which way do we want to go? The map says... "
Can we get a picture of the map somewhere?

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Looking over the map, Mez suggests they go down the west tunnel to room 3 so that when they get deeper in, there shouldn't be anything at their backs. He then recasts light on his shield, since it is probably close to ending.

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Nodding at Gennor's reminder, "Then we could use a cart as a firepit, allowing us to collect the ashes for the families."
That task complete, and no one opposed to his West idea, Mez pushes on, relighting his shield for vision, and keeping it up and defensive in case on any surprises, eyes continuing to scan for dangers.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Gm Razor |

When they reach the door both Mez and Drogan hear some loud yapping noises from behind the door of what sounds like khobolds talking to one another. If any of you speak draconic you will know what they are saying.
Kobold 2: Stop your yapping, Jak told us to stay here so we must.

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Mez turns to the group, seeing the readied look in their eyes, relights his shield and puts a shoulder to the door before heading in, shield leading the way!

Gm Razor |

As soon as you enter the room you will all get a surpirse round as they were not expecting you.
This large, square room houses four long wooden tables, each with a bench on either side. On top of the tables lie a number of wooden bowls and
eating utensils. In the southeast corner of the room, a small stewpot steams over a fireplace carved into the floor. A pungent odor hangs in the air, There are nine kobolds sitting at the tables eating and yapping away.

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Mez bursts into the room, momentarily taken aback by the number of Kobolds he finds. Deciding that a vicious assault may dishearten them, he charges towards the nearest one, his rapier lashing out.
charge: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 241d6 + 3 ⇒ (4) + 3 = 7
Confirm?: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d6 + 3 ⇒ (3) + 3 = 6
AC is down to 18 for 1 round due to charge
Init: 1d20 + 2 ⇒ (7) + 2 = 9

Alika Seanja |

Alika springs to closest Kobold and stabs with both daggers.
Attack: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d4 + 1 + 1d8 ⇒ (1) + 1 + (2) = 4
Attack: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d4 + 1 + 1d8 ⇒ (3) + 1 + (7) = 11
EDIT: oh, natural 20!
Confirm critical: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d4 + 1 + 1d8 ⇒ (3) + 1 + (3) = 7
EDIT2: was it so that sneak attack bonus is not multiplied? In that case, extra damage from the critical hit would be just 3+1=4

Alika Seanja |

Gm Razor wrote:Drogan, I will need a fort save to make sure you do not catch the Plauge from contact with the Kobolds.Evil GM }:-> That's just mean!
That is what many (some?) APs suggest as well. And it's not a problem, we are going to find cure anyway ;)