
GM_Shadoven |

Jonathan looks around at each of you, focusing on S'koth and Yenli first. Mere supposition for now. As you must know, the last confirmed Dragon sighting was over two thousand years ago! We have no reason to believe actual Dragons have returned, but then, we have no reason not to either, so I am prepared for whatever is discovered. Im not familiar with those markings on your arm miss, so im not going to make any guesses based on them.
Leyora looks at Melisaria. Unfortunately dear, that truly is the extend of our knowledge. No locals have ever been to the ruins, and our only adventuring party has yet to come forth. The old legends, and the surety of a Goblin presence is all we have to go on.
Kerowyn controls her despair, showing remarkable strength given how this conversation must be affecting her. Yenli, as I said, you have salvage rights to anything found in the ruins, including the source of the magical fruit and any gear or magic found within. I will not dispute you on that, nor will any of my associates here. As for your new comrades, I cannot speak for them.
Jonathan looks at Zar Hedrroth, taking in his measure. Zar, thats a title isn't it? A leadership position? I won't presume to tell you who is in charge, but im guessing you or the warrior Lizardfolk over there have some skill in tactics in battle. But thats for your group to settle. Im guessing most if not all of you haven't even met until today, so your gonna have to settle that yourselves.

Rifiki |

Rifiki will listen to all the elders at the table, then all his potential partners before getting up. He walks over to Kerowyn, places his hand on her shoulder during her time of need, and says softly,
I will help you. Your kids are like family to me. The unknowns you have, I will get answers for. You at least need that, I am in. Salvage rights is fair in my book, we take the risk so we should be rewarded. Kerowyn, try to relax, no sense working yourself in a fuss in something you cannot control. Lets us deal with the Citadel, Rifiki will say with a smile to ease her thoughts and worries.
diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17 to ease Kerowyn

S'koth Kaa |

S'koth also looks at Hedrroth, appraising the hobgoblin in a new light.
I'm happy to give Zar Hedrroth a chance to lead us if he is so trained. I would also like to share one or two tactical techniques with the group ere we leave...

Zar Hedrroth Throh |

A look of surprise crosses Zar Hedrroth's face at S'koth's words. He had not expected one who looked every inch a warrior to lack ambition. Never before had the hobgoblin attained a leadership position without a challenge. Indeed, he had spent most of his time since receiving the invitation to dinner putting the finishing touches on his Karrk, the boast of his martial prowess and leadership ability that he would (if he were amongst hobgoblins) use to convince the others that he was fit to lead.
"Trained? I've lead units bigger than this entire dinner party in combat."
Not much bigger, though.

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Yenli thinks that it's not for her best interest if she will reveal the truth about her arms, not yet.
"Thank you," as she covers her arms with her cloak.
Now, that's close. I can't tell anyone yet until I know their opinions on it more thoroughly.

Melisaria |

Addressing Leynora:" Dear Mother, this lack of knowledge is troubling to me. One does not know where the danger lies or what is happening within that city. However, my faith is strong, and I shall not waver from this task if Eloria wills it."
To the hobgoblin:"Surely the town will be providing us a great warrior to accompany us into these dangers. No offense, but following a hobgoblin soldier isn't exactly inspiring. Tell us what did happen to the rest of the company you led?"

GM_Shadoven |

Leyora smiles at Melisaria, grasping the silver holy symbol around her neck as she does. Indeed, I truly wish I had more to offer. I only pray that what little we do know is enough. But Eloria will guide you along your journey.
Jonathan glances at Melisaria as well, looking slightly shamed. Actually miss, it will be just you all. I may be bringing another into this matter, but as of right now it is just you. The last great warrior we had already ventured into the ruins and hasn't returned, and I cannot spare myself or any of the guard, not with these murders still going unchecked. I have to ask you to go on your own, and settle questions of leadership and such amongst yourselves.
Jonathan finishes his meal as he speaks, pushing away his plate and standing up. Folks, it was a pleasure to meet each of you, and I truly hope you choose to assist us. I'd stay longer and chat, but night falls and I have a patrol to walk. Evening everyone.
Jonathan gives each of you a martial salute, raising his right fist over his heart and bowing his head, before exchanging goodbyes with the other guest before he leaves.
Kerowyn also stands to take her leave, thanking each of you in turn before also preparing to leave. She gives special thanks to Rafiki, who seems to have been quite effective in consoling her.
Vernor lights a smoke, takes a long drag, then looks at each of you. You have heard our piece, and no everything we know. I'd recommend leaving first thing in the morning, as the weather is supposed to be fair and you will reach the ruins well before sundown if you follow the road. So, again I ask, will ya help us?

S'koth Kaa |

S'koth notes the assembled folk making their way out. He stays seated momentarily, unsure of the decorum expected.
Difficult to follow these social conventions. So informal and brusque
With one eye watching for Hedrroth's reaction or response to the elf's question, S'koth addresses Vernor:
I will assisst, and am ready to leave as ssoon as possible.

Zar Hedrroth Throh |

Hedrroth wants to know (since he hasn't bought any dungeon-delving gear yet) whether the party has the typical gear - ropes, torches, pitons, crowbar, food, water, etc.

Melisaria |

Melisaria replies in response to the hobgoblin's question:"I have food, water, torches, and flint. I do not have any climbing gear or other items. Not sure if the town can supply us with any, or we'll need to buy. Also, might be handy to ask for Holy Water and/or Healing potions. I can check with the priestess on those if you like?"

S'koth Kaa |

I have food and water, but not much in the way of delving equipment. I am happy to leave as soon as we gather what we need. I imagine any provisions or equipment we may need will likely only be able to be purchased in the morning...

GM_Shadoven |

Vernor reaches into a pocket and pulls out a bag, placing it on the table in front of you. Leyora does likeside, reaching into a fold in her robe and producing a small sack.
Actually, we came prepared in hopes that you would choose to go. In the bag I have provided for each of you fifty gold, to help with any supplies you may need, and Lady Leyora has provided a healing potion for each of you as well. If you are ready, by all means leave tonight, but it is only a half days journey on foot. Miss Kerowyn will gladly open her store to you tonight im sure. But either way, again on behalf of the town and myself, we thank you for choosing to aid us. You are heroes in our books, that is for sure.
Vernor and Leyora both will stand, saying their goodbyes. Vernor makes sure to shake hands all around, whereas the Lady gives a graceful bow to everyone. Vernor bids you to finish your meal and talk amongst each other, getting to know your potential comrades in arms better.
For those of you who choose to purchase gear, if you go tonight Kerowyn will open her store to you. She is somber, but seems slightly cheered thanks to Rafiki, and will be more so after learning that you are going into the Sunless Citadel after her children. You may purchase anything, and keep any leftover gold.
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Feel free to continue any roleplay at the dinner or merchant, but im going to go ahead and post up the next event, leaving room for it to be night or day. If need be, we can go back in time a little bit to resolve roleplay.
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If you choose to leave this night, there is not much to see. Most townsfolk are safe in their homes, doors locked and windows barred for the night. Armed guards patrol the streets, and the town is obviously on lockdown, afraid of what could come in the night.
The moon is out, and the stars provide some light to see by. You leave Oakhurst, following the Western Road, before splitting off onto the Old Road. The overgrown Old Road winds through rocky downs, near stands of old oak, and past a few lonely abandoned farms. It is empty of all travelers save for yourselves. The distance is only about seven miles, but it will take you half a days journey on foot, with you arriving around dawn. Do you make the whole trip, or camp somewhere during the night and arrive during the day?
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If you leave by day, many folk come around to watch you depart, word having spread of your hiring on by the mayor. Vernor, Leyora, Kerowyn and Jonathan all come to bid you farewell as well, again thanking you for your aid. Many children will wave goodbye to S'Koth, yelling for the Lizard to come back and play! An older woman brings each of you a freshly baked loaf of bread, slathered in honey butter, and a jug of apple cider to help you with the journey.
The heat is somewhat oppressive, the hills alive with growth. You leave Oakhurst, folling the Western Road, before splitting off onto the Old Road. The overgrown Old Road winds through rocky downs, near stands of old oak, and past a few lonely abandoned farms. It is empty of all travelers save for yourselves. The journey will take a half days walk on foot, with you arriving in the afternoon..
The journey would also be a great time to get to know each other and roleplay. I will move on whenever the group lets me know they are prepared to enter the next section of this adventure. No rush, but combat is on the way :)

Rifiki |

it all good lol
So, what skills do you ladies and gents bring to the table? I myself am a collector, I collect whatever suits my fancy at the time. My parents also own a caravan outpost in the Four Winds so I see if anything can be of use with the business. I have a keen eye for items, and as such I have learned how to bypass any hazards that may protect the trinkets I come across during my travels.
Rifiki will than finish his meal, nod to his new comrades and take leave back to the inn. He retires for the evening. He will wake up early, check his straps on his armor and backpack, then head downstairs for a light breakfast. Upon exiting the inn, Rifiki will draw his cloak up to protect himself from the suns rays. After taking a few moments to adjust to the brightness, yet still squinting, Rifiki heads towards the various shops, to prepare for the journey ahead. Rifiki will browse the goods, trying to think of what may be needed while delving into the unknown called the Sunless Cutadel. After some thought Rifiki will purchase 2 acid flask for 20 gold and 2 vermin repellant for 10 golf and save the other 20 gold for later.
Upon exiting the village Rifiki will thank all those that showed up to give them well wishings and thank the woman for the bread and cider. He slowly eats the bread along the way and stows the cider away for when the sun gets hotter.

S'koth Kaa |

S'koth explains the obvious - he is a heavy armor fighter, preferring to rely on powerful swings of his falchion, but also capable of weaving in his natural claw and bite attacks.
As a Claw of the Great Azure I am trained in group fighting - I can show you a small teamwork drill when we take a break on the journey to the ruins...
This as a nod to verisimilitude - how else to explain the ability to gift teamwork feats to his allies?!? ;)
After further conversation with his new companions on the finer points of adventuring S'koth dutifully attends the store:
Shortbow - 30gp
Arrows, 20 - 1gp
Spiked Gauntlet - 5gp - will have to Craft: Armor somewhere down the track to modify with claws/anatomy
50' Silk Rope - 10gp
Hammer - 5sp
Pitons, 10 - 1gp
Backpack - 2gp
Bandolier - 5sp

Melisaria |

Melisaria tells the Drow:"I am novice acolyte of Eloria the Mother. I revere her and her teachings and her principles now guide my life, as such I respect nature and the earth and all Good things. With her blessing I am able to heal injuries and invoke her to guide others hands in battle or other endeavors."
Melisaria asks the priestess if there is any Holy Water already crafted that she may purchase with her share.

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"I am just a humble explorer, been curious what's going on the other side of the world. So if you may, guide me in other's customs as I don't know anything about it. This is my first time leaving Vos Drakos actually."

S'koth Kaa |

According to Rifiki's post, he went to slerp and woke up the next day. So I assume we left in the morning and will arrive Sunless Citadel afternoon local time. Have a nice stay in the Sunless Citadel, and be advised, death awaits!!! ;p

Zar Hedrroth Throh |

Like S'koth, Hedrroth explains his combat style - he is a lightly armored fighter, who currently tends towards swordplay, occasionally mixing in kicks and bodyslams, but is not opposed to more unconventional tactics.
Backpack - 2gp
Bedroll - 1 sp
Crowbar - 2 gp
Rations, trail (per day) - 10 @ 5 sp = 5 gp
Shovel or spade - 2 gp
Waterskin - 1 gp
Whetstone - 2 cp
Acid (flask) - 2 @ 10 gp = 20 gp
Javelin - 5 @ 1 gp = 5 gp

GM_Shadoven |

It is afternoon when you arrive, the warm sun beating down upon the earth. The Old Road passes to the east of a narrow ravine. At the road's closest approach to the cleft, several broken pillars jut from the earth where the ravine widens and opens into something more akin to a deep, but narrow, canyon. Two of the pillars stand straight, but most of them lean aginst the sloped earth. Others are broken, and several have apparently fallen into the darkness shrouded depths. A few similar pillars are visible on the opposite side of the ravine.
For those who search them, the pillars are generally worn and broken, and graffitti in a rough dwarven alphabet covers them. If you speak Goblin, or are Zar, after translating the letters from Dwarven you realize they are warnings and threats against trespassers.
Goblins do not write anything down, as they believe doing so steals their souls and burns the words from their minds. Written letters in Goblin are done only by other races, or by Bugbears and Hobgoblins.
The are around the pillars has hosted numerous small campfires, some of them recent(about a month ago). However, someone went to some effort to cover up the fires and hide them from observation.
For those who look, the ravine runs for several miles in either direction, normally about 30 feet deep and wide, up till this point. Here it plunges farther into the earth than any of you can see. Near the ravines edge, tied to one of the leaning pillars, is a knotted rope leading down into the darkness. The rope is in good condition, and couldn't have been here for more than a few weeks. You also notice rough carved hand and foot holds into the wall of the ravine leading down...
For purpose of mapping, this area will be known as 0. Someone needs to keep track of this so you do not get lost in the Citadel, as I will be more than happy to get you lost mwahahaha.

Rifiki |

Rifiki will look at the runes on the pillars, but will have no idea what they say. He will take a quick survey of his surroundings perception: 1d20 + 4 ⇒ (14) + 4 = 18. He will then take a gander in the ravine does it go farther than my 120 feet dark vision?. Boy, that's a doozy, don't fall anybody Rifiki will say to lighten the mood. He will than check the rope to ensure it will support his slender frame disable device: 1d20 + 6 ⇒ (11) + 6 = 17.

S'koth Kaa |

Looking around, S'koth seems satisfied that there are no ambushers nearby. He settle to preparing himself for the descent, tightening cinches on armor and generally making his equipment tight and free from protruding.
S'koth waits for Rifiki's okay, then tosses his silk rope to Zar before tieing it around his own waist.
"As a backup - only goes 50', hopefully that's enough!"
He waits for Zar to give the ok, then starts hand over hand down the rope in an organised descent.
Take 10 on Climb - 10+5 = 15
OR
Climb 1d20 + 5 ⇒ (19) + 5 = 24
Alternatively:
He ties his silk rope around his waist and offers to tie the other end to anyone descending the original rope as a failsafe.
"I'm the biggest and most sturdy. You lightlings won't be much for me to aid!"
He will then bundle his rope up and follow after.

Melisaria |

Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Looking around up top while the others prepared ropes for descent, Melisaria looks about the top. Unable to read the runes on the stones, she scans the earth and sees something interesting
"There is evidence of recent campfires here", she says kneeling to examine more closely. "Someone went to lengths to cover them up, but the traces are visible to those who would see with the Mother's eye. I wonder who left these remains?"
She will continue to examine the area as the rigging gets underway. Perception: 1d20 + 5 ⇒ (18) + 5 = 23 in case there is anymore evidence to uncover.
If there is nothiing else she takes her turn desecending the rope, her slender figure moving with some difficulty considering the weapons, armor, and shield.
climb: 1d20 - 2 ⇒ (5) - 2 = 3 oh well, that;s no good. Don't know if knotted rope and handholds gives any bonus or if the boys rigging is necessary after all.

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"I wonder if there used to be a majestic structure here before." as Yenli observes the pillars.
"You guys sure that's the only way forward? At least somebody has the decency to leave a rope and foothold for us."
Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Zar Hedrroth Throh |

Perception: 1d20 + 5 ⇒ (2) + 5 = 7
"Someone scratched messages on these pillars warning us to go no further."
"Is it possible that the rope and fire belonged to a previous adventuring party - the one we were sent to find or one sent after them?"

S'koth Kaa |

S'koth's voice can be heard echoing up as he descends:
"Well, it may not be the only way, but it iss the way that presentss the simplest entry. I would think thiss is the way the previous party took. That the goblins haven't removed the rope, nor appeared themsselves leaves me to think perhaps some other group is ssomehow involved."
After a moment, and somewhat fainter:
"Of coursse, I could be wrong..."

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"Well since we have plenty of rope, lets use that pillar to rappel down this cliff, I'll be heading down S'koth! I'm pretty sure you won't have a hard time with my weight."
Yenli rappels down the cliff, with the footholds, the other rope as a fail safe and with S'koth's assistance. She might be able to do so.
Climb: 1d20 - 1 ⇒ (6) - 1 = 5

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Yea, that's the plan. You guys are holding the other end of the rope, so the pillar would act as the center of a pulley. So my fall obviously is not that bad. We have a 100ft of rope anyway and the cliff is 30ft so we have plenty of slack. Now what I'm not sure is if I need a roll for that idea lol.

GM_Shadoven |

For those with Darkvision, you can see a ledge fifty feet down, overlooking a vast gulf of darkness. It is wide, but rough, covered in sand and the bones of small animals. To the side of the ledge you can see a roughly hewn staircase carved out of the wall, leading down into the darkness...
None of you find anything else of note up here around the pillars other than what has already been described. Zar, you recognize the markings as Hobgoblin, clan markings and warnings to other races not to invade their claimed territory.
For those going down, the knotted rope against the wall and the measures you are taking make the climb simple. It is a dc 0 Climb check. S'Koth and Melisaria go down first, touching upon the ledge while the others prepare to descend. Neither of you can see the botttom of the stairs, or the other side of the ravine down here. Bones crunch underneath your feet, and a sudden hissing noise makes the two of you pause for a moment...
Three large, dog sized rats burst from the refuse and bone, one leaping at S'Koth while the other two lunge for Melisaria!
At Melisaria...
Bite: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d4 ⇒ 3
Bite: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d4 ⇒ 1
At S'Koth...
Bite: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 ⇒ 2
Even unprepared, S'Koth and Melisaria both manage to avoid the filthy vermins teeth, preparing themselves for battle...
Status
-S'Koth, Ledge, 5ft From closest Rat, Full Health-
-Melisaria, Ledge, 5ft from closest Rat, Full Health-
-Rifiki, Top of Ravine, 50ft from closest Rat, Full Health-
-Zar, Top of Ravine, 50ft from the closest Rat, Full Health-
-Yenli, Top of Ravine, 50ft from the closest Rat, Full Health-
-? Rat, Ledge, 5ft from S'Koth, Full Health-
-? Rat, Ledge, 5ft from Melisaria, Full Health-
-? Rat, Ledge, 5ft from Melisaria, Full Health-
Battlefield
The Ledge is 50 feet wide by 30ft long. S'Koth and Melisaria are each a 5ft step from where the rope touches down upon the ledge, S'Koth has 1 rat 5ft to the West of him, Melisaria has 2 rats 5ft from her, one to the East, and another to the Northwest. The rope is 5ft South of each of you.[/b]
Roll Initiative and post your actions, I will take all the actions and post the combat round in about 14 hours. Knowledge Nature on the Rats, for those who want to roll. For mapping purposes, this area is area 1.

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Initiative: 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge Nature: 1d20 + 5 ⇒ (17) + 5 = 22
I see movement around you guys, wait up! She hurries down the rope and without wasting any time, puts on her tiki mask and casts evil eye on the rat near Melisaria,
Move Action: Go down just close to the rope thus allowing other people
to go down, positioning myself behind Melisaria.
Assuming that only takes my move action and I can still see somewhat or the rats can see me somewhat then:
Standard Action: Evil Eye on Rat 1 that's attacking Mel
Evil Eye targeting the rat's AC - will save, DC 15
If I can't see the rats I will just cast dancing lights around so we can see better.

GM_Shadoven |

Keep in mind Yenli you are 50 feet up, and for each move action have to make a climb check, though you all can use your previous rolls. You move at quarter speed when climbing, so you need two DC 5 checks to accelarate climb to get down i30 feet n one round. Or you can go down partially and cast as long as 1 hand is free.

S'koth Kaa |

S'koth faces his adversary, horrified to see two confront the elfmaid.
"Hang on Melisaria!" he screams.
Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Knowledge (nature): 1d20 + 1 ⇒ (9) + 1 = 10
Attack: Falchion, Two handed 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9

Rifiki |

initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Looking down, Rifiki sees his new companions fighting it out with some rather large rats on the ledge. He grabs his sling, loads hit, then takes aim at one of the rats near Melisaria.
move action: load sling
standard action attack with -4 for melee: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
damage: 1d4 + 1 ⇒ (2) + 1 = 3