| Horster Underfoot |
"So who's going to sell all the gems and the statue we found? After that encounter with the sleeping bugbears, I'm up for getting a rapier that might actually do a better job striking my enemies."
Horster is after a mwk rapier, so is keen to spend his share of the loot if he can afford one.
| GM Tribute |
Berta introduces you to the new elven smith who came with the Morgan's last order. He is very short and strong for an elf.
"I came over from the elven town just past the Caves of the Unknown."
The elf smith can make masterwork weapons and armor out of common metals. He has already a few orders from the garrison, but can begin to construct what you would like.
You think about waiting for a few days until the weapons are finished before returning or starting back right away.
Up to you
| Crom Iron Cudgel |
Crom nods to the Elf, "Sir, I would like to order a masterwork dwarven war axe. Can you manage that ?"
Crom plunks down 300 gp.
He then turns to the others, "Did I hear correctly that the Temple has a wand of healing for us? That will be extremely helpful."
Crom will walk to the temple to meet with the priests.
| Morgan Iron Wolf |
"Yes. An exquisite suit of studded leather, my fine fey friend," Morgan says, dropping 175 gold coins on the elf's counter. "Something form-fitting, but functional. Mind you keep the kill boxes covered. I'm a ranger, not a harlot. If I want to show off my wares, I'll do it proper," she says with a crooked grin.
"By the way, did you find it as funny as I did that you, an elf, were just asked to make a dwarven war axe by a dwarf?"
She gives in to a deep laugh, as if this were a fine joke.
| Crom Iron Cudgel |
"Let's purchase our remaining supplies and then prepare to return to the Caves of Chaos. I'm eager to finish those vermin."
Crom will use his remaining gold to procure rations, a vial of anti-toxin and a flask of alchemist fire, if available at the Keep.
| Horster Underfoot |
Horster revisits the elven smith to see if his rapier is coming along. Upon finding out that it will still take a few more days, he pays the smith half the price [-160 gp], promising to pay the other half when when it's ready. He then gathers up his belongings from the common room and joins the others in the yard. "I'm ready."
| GM Tribute |
Declining to wait or seek audience with the Castellan, the group heads out to the Caves again. This time there is a group of ten local children watching your departure. The current watch smiles and politely greets you and opens the gate.
Arriving at the familiar entrance to the ravine, the group contemplates which cave to visit first.
It is CY 576.4.21 @ 1730
| GM Tribute |
You think about speaking to the orcs, but Crom decides to push past the two orc caves and the bugbear cave on the right.
Further on down and higher on the hill, another cave entrance is found. After proceeding into the cave, you hear hooting and hollering and the rustle of wings. It sounds like lots of bats in the cave to your right.
Crom in BR53
| Morgan Iron Wolf |
Morgan nocks an arrow and moves into her customary position in the second rank.
"Sounds like bats. I'm not sure if that's good or bad. Humanoids would probably have eaten any bats before they could breed, or driven them off with fire. This cave may be mostly empty, or...be home to something more less civilized than goblins and orcs."
| Horster Underfoot |
"The bats are off somewhere to the right of us. If there's no passage leading that way, it could mean something rather big and noisy coming from deeper within the caves, or some sort of trap. Be wary, my friends!"
| Horster Underfoot |
Not sure where everyone is...
Horster decides to scout ahead, following the passage leading straight on. Wary of traps or ambush attacks, he tries to be as silent as possible.
Stealth: 1d20 + 12 ⇒ (15) + 12 = 27
| Horster Underfoot |
Will: 1d20 + 2 ⇒ (8) + 2 = 10
Seeing the walls move around him, Horster has a sick feeling in his gut. He is lost and separated from the others. Calm, keep calm! He considers yelling out for help, but has no idea if his cries might be heard by his oblivious friends, or worse still, some unknown foe.
He slings his bow over his back, lights his torch and draws his rapier. Maybe they'll notice me gone and try come after me. Oh, what I'd give to be a dwarf right now!
Horster tries to get his bearings and listens quietly for anyone approaching. If a foe approaches before he manages to mentally count from 1 to 500 (whichever is first), he yells out for the others.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
| Morgan Iron Wolf |
Morgan patiently waits for Horster to return. After a few minutes, her expression turns to one of concern.
"He's been gone too long," she whispers to the rest of the group. "I've a feeling something's happened to him. We should go look for him, but we need to stay close. If something's grabbed him, we don't want it grabbing another one of us. Mit'l, can you light your spear again? I need to look for his tracks."
As Mit'l moves forward with his illuminated spear, Morgan looks carefully at the floor of the passage for Horster's foot prints.
Tracking: 1d20 + 7 ⇒ (1) + 7 = 8
| Crom Iron Cudgel |
Crom scowls and nods at Morgan, "Yes, we need to go in. All of us."
Crom moves forward to the intersection and then listens for any sign of Horster.
Perception: 1d20 + 1 ⇒ (16) + 1 = 17
| GM Tribute |
direction: 1d5 ⇒ 5 You see a larger cave ahead, but no Horster.
| Morgan Iron Wolf |
Morgan leads the group into the larger cave.
"This place is maddening. More of that ill-fortune that came over us back in that first orc cave. Whatever happens, stay close. If we get separated, we might starve before we find our way out."
Morgan looks again for some tracks to follow.
Tracking: 1d20 + 7 ⇒ (8) + 7 = 15
| Ozmund the Evocator |
"Should we maybe attach a rope or something so we can keep together, as well as get out? I have heard of pit traps that can swallow a person whole and leave no indication where they are!"
| Morgan Iron Wolf |
"Not with me. If we can get back out, we can return to the keep and better equip ourselves. Chalk is cheap. We can buy a wagon load, if need be. I don't want to leave Horster, though. If there's magic in these caves, odds are there's something making the magic; something that's not exactly hospitable."
| GM Tribute |
INITIATIVE
Morgan: 1d20 + 3 ⇒ (6) + 3 = 9
Crom: 1d20 + 2 ⇒ (13) + 2 = 15
Mit'l: 1d20 + 2 ⇒ (6) + 2 = 8
Ozmynd: 1d20 + 2 ⇒ (14) + 2 = 16
Kelgan: 1d20 + 0 ⇒ (16) + 0 = 16
Enemy 1: 1d20 + 0 ⇒ (9) + 0 = 9
The group disturbs three creatures. These housecat-sized beetles are a dull brown color brightened by two glowing green-yellow spots on their carapace. They glow with a light that surround them in a ten foot radius.
Map updated
ORDER OF ACTION
ROUND 1
Ozmynd 16
Kelgan 16
Crom 15
Morgan 9
Beetles 9
Mit'l 8