| GM Natloz |
The hallway ends at a stone door. The group quickly checks it over for traps before testing it. Opening the door, this fifty-foot-square chamber is hewn out of rock. The floor is rough but flat, the walls show the chisel-marks of the original builders, and the ceiling is about ten feet high. Identical stone doors with iron pull0ring handles stand in the middle of the east and west walls.
In the center of the room stands a life-sized and lifelike statue of a dwarf warrior wearing a chain shirt, helm, and big boots. He carries a shield on his left arm and a battleaxe in his rigt hand. The statue has clearly been broken into, roughly, the head and upper torso, lower torso, and legs. These pieces have been reassembled and held together and upright in a stout wooden frame. a dagger along with several coins and gems lie on the floor in front of the statue, surrounded by a ring of fine gravel.
| Dasim Dakat |
Dasim stays well clear of the ring and the coins inside of it. While he searches the rest of the room for and hidden passages, traps or other things of interest.
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Glancing back over at the statue he frowns. "Someone has gone to a bit of trouble putting that fellow back together." He says. "Seems like a waste of time to me, unless there's some other scholar working the area. Odd that they'd keep it all secret though."
| GM Natloz |
Ziyad doesn't find any obvious or subtle runes in the circle. It appears to only be a circle of gravel. Dasim sees an inscription on the base of the statue that reads "Petrified Ironstar (?) Dwarf, found 1459 DR in Red Larch West Quarry in broken condition." As you are inspecting the statue you hear the sounds or combat but it sounds like it is a few rooms away.
| GM Natloz |
Good enough for me.
From this closer vantage point you can tell someone is fighting with the rats you convinced to let you by. It sounds like human voices coordinating the combat. Suddenly it goes quiet. The voices are slightly muffled but clear enough. "Everyone ok?" Another voice, "Damndable rats took a chunk out me." Still another, "Looks like we lost a few. They were weak anyway." The first voice again, "Hopefully we can still get the drop on those meddling adventurers. Let's move out."
A group of men all wearing leather armor bearing the same symbol you've seen before (Slide 3) begin coming around the corner in the hall towards your room. They don't appear to have seen you yet.
| GM Natloz |
Sounds like an ambush is in order. I've got the map situated. I've placed everyone but feel free to place yourselves elsewhere if you like. Reminder, the squares on the map are 10 ft each. The box in the middle of the room you are in is the magic cylinder thay the rock was floating in.
| Magmoira |
Mags bites her lip as she hears the fate of the rats, but is cheered by the fact they went down fighting for their home.
Magmoria moves to the other side of the entryway, and murmuring a cantrip, enchants her staff for the coming battle.
| GM Natloz |
Dasim: 1d20 + 3 ⇒ (18) + 3 = 21
Ziyad: 1d20 + 3 ⇒ (14) + 3 = 17
Rrath: 1d20 ⇒ 20
Mags: 1d20 + 1 ⇒ (5) + 1 = 6
Tarandil: 1d20 + 2 ⇒ (2) + 2 = 4
Bandits: 1d20 + 1 ⇒ (4) + 1 = 5
The bandits advance carefully but are taken off guard by the ambush.
Init order:
Party except Tarandil, bandits, tarandil
Take surprise round and second round as they dont act till then. I stopped them where you can first hit them, they would go one more space if you don't take the first opportunity.
| Dasim Dakat |
Surprise Spear Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Surprise Martial Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Martial Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Regular Spear Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Spear Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Regular Martial Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Martial Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Dasim lashes out with spear and fist as the first bandit steps through the doorway. Unfortunately, his spear slips slightly and simply bounces off the man's armor and his follow up punch does little as well. With a frustrated snort, he quickly regroups and this time the loud crack of hardened wood striking flesh rings out into the mysterious underground chamber.
| Magmoira |
Mags slams her staff at the first bandit head that pokes its way out of the doorway, then proceeds to hammer away at the unfortunate until they go down.
Attack (Surprise): 1d20 + 8 ⇒ (19) + 8 = 27
Attack (Surprise): 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Normal Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
| Rrath |
Surprise and Round 1, Rage rds 2/10
Rrath flies into a rage as nd moves into the hallway to attack the light blue enemy.
GA Att: 1d20 + 6 ⇒ (19) + 6 = 25
GA Dam: 1d12 + 4 + 2 ⇒ (8) + 4 + 2 = 14
If the first enemy falls, the next attack will be against the closest.
GA Att: 1d20 + 6 ⇒ (13) + 6 = 19
GA Dam: 1d12 + 4 + 2 ⇒ (12) + 4 + 2 = 18
| GM Natloz |
Blue Dex vs grease: 1d20 + 1 ⇒ (9) + 1 = 10
Purple Dex vs grease: 1d20 + 1 ⇒ (12) + 1 = 13
Orange Dex vs grease: 1d20 + 1 ⇒ (14) + 1 = 15
Yellow Dex vs grease: 1d20 + 1 ⇒ (15) + 1 = 16
Thee next two bandits in line slip and slide before falling to the ground. The next two manage to keep their footing. Rrath's rage cuts the two men on the ground in half, the gore making the footing worse for the remaining two.
Orange Dex vs bonfire: 1d20 + 1 ⇒ (14) + 1 = 15
Somehow the man manages to twist away from the fire as it springs up beneath his feet.
| GM Natloz |
yellow wis vs VM: 1d20 ⇒ 13
The bandit shakes off the insult and both attempt to make their way through the grease. In an attempt to avenge their comrades, they both attack Rrath but in his rage he mostly ignores their blades.
yellow scimitar: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 1 ⇒ (1) + 1 = 2
Orange scimitar: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 1 ⇒ (2) + 1 = 3
Party is up
| Dasim Dakat |
Stepping up Dasim attacks the bandit wearing the yellow sash. Not seeing a spot of Ziyad's grease, he slips as he lunges with his spear, but quickly recovers and throws a punch to the bandit's gut.
Spear Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Spear Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Martial Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Martial Damage: 1d4 + 3 ⇒ (2) + 3 = 5
| GM Natloz |
Ziyad, you recognize a couple of the men as transient workers that were staying in town working as miners. The rest aren't familiar to either of you.
Rrath, you find all the men have scimitars and light crossbows. They are all wearing leather armor embossed with the same symbol you found on the skulls of the bodies in the other room. In various belt pouches and pockets you find 25 gold pieces between them all.
Also, 75xp each between the men and the rats
| Ziyad |
A blood vessel on the side of his head pulses slowly in thought, as the Red Wizard cycles through his mnemonic stores searching for facial patterns "Transients...I never forget a face. They gave the appearance of being mine workers...a likely cover for their pursuits underground. Look, Rashemi, those outrageous mustachios...who could forget." his disgust with the display of body hair apparent.
| Dasim Dakat |
"Outrageous indeed." Dasim says stroking his own luxurious mustache and full beard. "Those thin scraggles are an embarrassment. Like sickly caterpillars on their lips. Might at well be as naked as a baby from the womb." He says suppressing a smile and turning back toward the unexplored tunnels. "But we've no time for barbering tips now friend mage. I'll be happy to show you how to grow a nice full beard in no time at all. It's really all in the diet. More meat and dairy. But for now, we should return to our explorations. If I remember there were a pair of doors that needed opening back in that cavern with the old dwarf statue."
| GM Natloz |
As Ziyad speaks the name, the dagger begins giving off a dim cold glow. Sheds dim light in a 10ft radius.
The others investigate the doors but find no traps and see that it is unlocked. Beyond the door is a 40 ft passage 10 feet wide, 10 feet high, and hewn out of rock. A small lantern hangs from a hook in the wall next to a door at the east end of the passage. Sitting on a wooden stool is a balding beardless old man wearing faded and patched work trousers and a matching tunic. He is idly whittling a stick. As you take steps into the hallway, he looks up, "Grund? Is that you?"
perception vs traps: 1d20 + 2 ⇒ (19) + 2 = 21
| Magmoira |
Mags stops short as she sees the old man. She looks at the others and shrugs.
"Sorry grandfather it is not Grund. I am Magmoria and these are my companions. What are you doing in such a place? Where are you from?"
| GM Natloz |
"Oh! It's you! Please don't kill me!" Recognizing you as the group of adventurers in town he throws himself to the ground groveling for mercy. His surprise seems to have made him miss that you even asked a question.
Persuasion or intimidation roll to get him to focus enough to quit begging for his life.